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Unofficial fan wiki/Verified October 31, 2026

Reference · mild puzzle spoilers

Terrible Lizards codes

Seven keypads, seven fixed numbers. Each entry below includes the clue the game gives you, so you can confirm the code in your own copy instead of trusting a stranger — even a well-meaning one.

Verified October 31, 2026Game v1.0.97 keypad codes · 2 levels · all values community-verified

All seven codes

Codes in Terrible Lizards are fixed, not randomised per playthrough. That means the list below works on your copy — but it also means the game always expects you to have found the clue first, which is why each entry tells you where it comes from.

Total keypads

7

In Level 1

2

In Level 2

5

Randomised?

No

Level 1 codes

Both of these are in the attraction itself, within the first hour. The reception keypad is the one that shows up in every search, so it is worth doing properly rather than typing the number and moving on.

9216

Level 1 · Main reception

Employees-only keypad

In-game clue
Join the two torn halves of a staff note: one is tucked into the Allosaurus fossil's hand, the other sits at the base of the Brontosaurus mount on the right side of the hall.
Where it goes
The staff door beside the box office counter. Opens the room with the theater token.
1903

Level 1 · Gift shop

Gift shop basement door

In-game clue
Jordan reads it out after the VHS tape and the call with Stella. It also appears on the objective line.
Where it goes
The stairwell door at the back of the gift shop. Opens the route to the first Brontosaurus chase.

Level 2 codes

Five keypads, and they are not all the same kind of puzzle. One is given by a character, one is printed on a monitor, one requires you to repair the panel before it accepts anything, and one guards an item you cannot finish the level without.

0451

Level 2 · Digsite

Foreman's tower office

In-game clue
No puzzle: the keypad sits at the top of the tower stairs, and the number is given by the environment as you climb.
Where it goes
Inside the tower there is a red button that unlocks a gate back at the base camp.
7652

Level 2 · Digsite

Worksite door

In-game clue
A monitor next to the door displays it as “Today's Door Code”.
Where it goes
The worksite door in the digsite. Easy to walk past because it is a screen, not a note.
0978

Level 2 · Caverns

Bunker gate

In-game clue
The keypad is dead when you find it. Collect the repair parts from the working keypad further along the rocks, then come back.
Where it goes
The bunker gate beside the broken lift, deep in the caverns.
1677

Level 2 · Caverns

Keypad by the elevator shaft

In-game clue
Stella reads it to you over the headset during the call before the descent.
Where it goes
Beside the lift that takes you down toward the elevator shaft. No note needed.
0180

Level 2 · Safe house

Safe-house dynamite locker

In-game clue
The locker is the only thing in the room worth opening. The dynamite inside is required for the arena.
Where it goes
The safe house before the Brontosaurus arena. Skipping it soft-locks the encounter.

How keypads work

  1. Interact, then use the number keys

    Keypads are not menus. You look at them, interact, and type. The panel shows your entry as you go, so a mistyped digit is visible before you confirm.
  2. There is no penalty for a wrong code

    Nothing explodes and nothing locks. You can stand there and try again, which means a code page is never a risk to use.
  3. A dark panel is a different problem

    If the keypad does not light up when you interact, it is not asking for a code. It needs power or repair parts.
  4. The in-game note always wins

    Codes are fixed, but regional builds exist. If your note shows a different number, use yours.

Dead by Daylight rewards

These are the other “codes” people search for, and they work completely differently. There is no shared public code — Behaviour generates one per player, inside Terrible Lizards, and you copy it out.

RewardHow you earn itWhen
Badge + bannerEnter the museum lobby. The reward tab unlocks within the first few minutes.Level 1
CharmFinish Level 2, which ends with the dynamite arena.Level 2
  1. Play until the reward unlocks

    The badge and banner come from entering the museum lobby. The charm comes from finishing Level 2 and its dynamite arena.
  2. Open the Dead by Daylight Rewards tab

    It lives in the game's main menu. Your code is displayed there and is unique to your copy.
  3. Redeem on Behaviour's account site

    Enter the code at account.bhvr.com while signed into the same account you use for Dead by Daylight.
  4. Check the platform

    Rewards are tied to your Behaviour account, not your Steam or console account, so the same code works whichever platform you play DBD on.

When a code will not work

  • The panel is unlit. It has no power. For the bunker gate in Level 2, collect the repair parts from the working keypad further along the rocks first, then come back.
  • You are on the wrong side of a story gate. The gift shop basement will not accept 1903 until you have watched the VHS and spoken to Stella.
  • Your build is older than 1.0.9. The launch patch fixed several input locks that could leave a keypad unresponsive after a Stella call. Update before you assume the code is wrong.
  • You mistyped. It happens. The panel shows the digits — look at it before confirming.

Where guides disagree

We would rather show you the disagreement than pretend it does not exist.

  • Reception (9216). One guide lists 3929. We believe that is a misread note half.
  • Worksite door (7652). Some walkthroughs skip it entirely because it is a side room, not a required door.
  • Bunker (0978). Several guides list the number without mentioning the repair, which is why people think the code is broken.

Checked October 31, 2026 against game version 1.0.9. All seven values are community-reported and cross-checked against the in-game clues; none are confirmed by the developer.

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