Choose your level
| Level | Route | Threat | Keypads |
|---|---|---|---|
| 01 / The Attraction | Museum, theater, exhibits and gift shop | Brontosaurus | 2 reported |
| 02 / Digsite & Caves | Generators, tower, bunker and the dynamite arena | Brontosaurus | 5 reported |
| 03 / Rail Tunnels | Freight yard, train tunnels and the four-fuse cavern | Allosaurus | None listed |
| 04 / The Finale | The last climb, the Hybrid and the crew lift | Dilophosaurus Hybrid | None listed |
Before you go underground
Terrible Lizards is a single-player horror platformer. Your tools are movement, observation and the environment. The game’s official description lists running, jumping, climbing, wall-running, bouncing and sliding; carrying a weapon is not part of the escape plan.
Learn where a route goes before committing to it. At a quiet checkpoint, identify the next landing and the way back to solid cover. During a chase, an optional pickup can wait until you understand the path. The advice here describes route priorities rather than a frame-perfect speedrun.
Keep the right companion open
- Door-code reference: seven reported keypad values, with the clue to check in your own game. The reception code has conflicting reports.
- Starter collectible checklist: track known pickups and area sweeps locally. It is not yet an exhaustive route for every collectible.
- Achievement checklist: keep the 15 unlock conditions separate from the route’s story objectives.
- Playtime planning: the developer’s first-run estimate is 6–10 hours; exploration and retries can extend it.
A note on spoilers
The final chapter, Hybrid file and ending explanation contain late-game details. Those sections use disclosures so you can choose when to read them. Creature names and chapter labels are still visible in the index.