Terrible Lizards Walkthrough: All Four Chapters in Order

A complete Terrible Lizards walkthrough: four chapter routes, keypad codes, boss fights, collectibles and the fastest path through Dalton's Dinos.

Last Updated: 2026-11-01

Terrible Lizards is a first-person horror platformer set in a dinosaur park that closed its gates long before you arrived. You play Jordan, a college student whose car breaks down on Route 66, and the only way out of Dalton's Dinos is through it: four chapters of parkour, flooded caverns, mascot suits, and three very large animals that want you dead.

There is no combat system. You cannot shoot the dinosaurs, and you cannot fight the Hybrid. The game is built around movement: running, jumping, sliding, wall running, mantling, swinging, and bouncing off goo. Every chapter teaches a verb, then tests it with a chase or a hunt. This walkthrough covers the full route in order, with the codes, the boss encounters, and the collectibles that are easy to miss.

A Brontosaurus diorama in a dark museum hall, lit by purple and blue display lights
A Brontosaurus diorama in a dark museum hall, lit by purple and blue display lights

Quick answer

Play the chapters in order: Dalton's Dinos, The Digsites, Rail and Freight Caverns, and The Deep. The key codes are 9216 (box office), 0451 (foreman's tower), 0978 (bunker gate), 1677 (lift), and 0180 (dynamite locker). A first run takes 6–10 hours, and nothing is permanently missable because level select lets you replay chapters.

What this walkthrough covers

Chapter Location Main threat Route guide
1 Dalton's Dinos Paleo Pal mascot, Brontosaurus Chapter 1 walkthrough
2 The Digsites Brontosaurus Chapter 2 walkthrough
3 Rail and Freight Caverns Allosaurus Chapter 3 walkthrough
4 The Deep Dennis, the Hybrid Chapter 4 walkthrough

Each chapter guide follows the route in the order that keeps backtracking short, lists the keypad codes where they appear, and flags the points where a first run usually stalls. The boss pages go deeper on the encounters themselves, and the collectibles guide lists every confirmed amber, tape, and note by chapter.

How the four chapters fit together

Chapter 1 is the tutorial disguised as a haunted attraction. You arrive at the park, find the lobby, restore power, and learn that the mascots are not costumes. The chapter ends with the first Brontosaurus chase and a drop into the caverns.

Chapter 2 is the longest pure platforming chapter. The Digsites are a working excavation site with generators, crane arms, and a foreman's tower. The Brontosaurus returns as a patrol and then as an arena encounter. The chapter's three gates are the generator order, the lift code, and the dynamite locker.

Chapter 3 changes the pace. Rail and Freight Caverns is a linear escape through flooded train tunnels, followed by a free-roam fuse search in a large rail cavern. The Allosaurus is faster than the Brontosaurus and can interrupt its own charge when you stare at it. The chapter ends at the Motherlode.

Chapter 4 is the rescue. You find DJ, recover his Allosaurus tooth, restore the camp's special-spectrum lights, and climb Cavern B for the Crew Lift Key. Dennis, the Hybrid, is the final threat. The chapter ends with a two-minute ascent to catch the moving elevator.

The chapters are connected by level select after you finish the story. You can replay any chapter to pick up missed collectibles, and the game tracks each category separately. Nothing is permanently missable.

Every keypad code in Terrible Lizards

Code Location What it opens
9216 Chapter 1, box office The staff door behind the counter
0451 Chapter 2, foreman's tower The tower office and gate control
0978 Chapter 2, bunker gate The bunker corridor after the keypad is repaired
1677 Chapter 2, lift shaft The lift call panel
0180 Chapter 2, safe house The dynamite locker

Chapter 3 uses keys rather than codes: the freight platform key, the shed key, and the four fuses. Chapter 4 uses the Crew Lift Key and dynamite. If a door in Chapters 3 or 4 asks for a code, you are probably looking at a fuse box or a power switch, not a keypad.

The 0451 code is a deliberate reference to BioShock and the immersive-sim tradition; the developer Q&A confirms it. The other codes are found in notes, on nearby walls, or given by Stella over the headset.

Collectibles at a glance

There are five collectible categories:

  • 16 Amber Samples for the Bingo, Dino DNA achievement.
  • 24 Audio Tapes for Audiophile.
  • 97 Notes for Pterry's Scrapbook. Community counts still vary slightly, so treat 97 as the target rather than a promise that every list online is complete.
  • 4 Paleo Pal statues for Paleo Pal Review. The interactions cover Benji, Pterry, Dennis, Alistair, and Stephanie.
  • 4 Stuffed Animals and four pedestals for You Go Here.

The stuffed animals are the only collectibles with a failure state. You can carry one per chapter, and dying resets it to its original spot. The pedestal is usually later in the chapter, so the safe plan is to grab the animal late or play the chapter clean. Level select lets you retry.

The amber samples unlock New Game Plus modifiers in groups of four: body-cam presentation, slippery surfaces, a modifier that kills you if you stop moving, and low gravity. The modifiers can be combined, and they are separate from the main story.

Difficulty and pacing

Terrible Lizards is not a difficult game in the Sekiro sense. Checkpoints are generous, fall damage is limited, and the chase sequences are scripted. The difficulty comes from reading the route and keeping momentum. If you stop to look around during a hunt, the dinosaur closes the distance.

The hardest sections are the Chapter 2 Brontosaurus arena, the Chapter 3 fuse search, and the Chapter 4 two-minute ascent. All three are movement checks rather than combat checks. The game gives you enough checkpoints to learn them by repetition.

The movement system is intentionally forgiving. Aerial control is strong, mantling is generous, and the maximum speed is fixed. The skill ceiling comes from chaining moves: a wall run into a swing into a ledge grab is faster than stopping and jumping again. The speedrun guide covers the advanced version of that idea.

Common mistakes on a first run

  • Treating the dinosaurs as bosses. They are pursuit hazards. You cannot damage them, and the encounters end when you reach the exit.
  • Skipping the stuffed animal. It is easy to walk past, and the pedestal is usually much later.
  • Pressing timed-door buttons before finding the exit. The window is short in Chapters 2 and 3.
  • Trying to explore during a chase. The side rooms are for the slow sections. During a hunt, keep moving.
  • Assuming the Free To Play tag means the game is free. The Steam page carries a contradictory genre tag, but the game is paid: $24.99 base, $19.99 during the launch discount. It is also on Xbox Game Pass.
  • Missing the post-credits content. The main ending is one ending, but the four stuffed animals unlock a bonus sequence, and New Game Plus unlocks after the credits.

FAQ

How many chapters does Terrible Lizards have? Four: Dalton's Dinos, The Digsites, Rail and Freight Caverns, and The Deep. There is no fifth chapter.

How long does a full playthrough take? Most players finish in 6 to 10 hours. A fast run that skips exploration can finish under 6 hours, and completionist runs can reach 12.

Is there a boss fight? There are three main creatures: the Brontosaurus, the Allosaurus, and the Dennis Hybrid. None of them have health bars. The encounters are chases, patrols, and arena puzzles.

Can you play Terrible Lizards on PS5 and Xbox? Yes. It launched on PC, PS5, and Xbox Series on October 29, 2026. The Steam version is Windows-only, and the game is also on Xbox Game Pass.

Does Terrible Lizards have multiplayer? No. It is a single-player game with no co-op or multiplayer mode.

Is the game scary? It is a horror platformer, but the horror is closer to Jurassic Park than to a psychological horror game. The tension comes from chase sequences, dark caverns, and mascot suits rather than gore.

If you are just starting, read the beginner guide for the first hour and the movement guide for the verbs the game does not explain well. The bosses guide covers each encounter, and the chase sequences guide breaks down the escape routes.

For the story, start with the story explained guide and finish with the ending explained guide. The Dennis guide covers the Hybrid, and the all monsters guide compares the three main creatures.

Sources

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

More Terrible Lizards Guides