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Unofficial fan wiki/Verified October 31, 2026

Guide · completion

Collectibles, amber & New Game Plus

Four collection sets, one of which changes how the game plays. Here is what each set does, how the amber-to-modifier maths works, and which pickups you can genuinely walk past without consequence.

Verified October 31, 2026Game v1.0.94 sets · 4 NG+ modifiers · 15 achievements involved

The four collection sets

Terrible Lizards collects in sets, not in counts. Nothing pops until you have the complete set, which means a 90% collection looks identical to a 0% collection on your achievement list. That is the single most important thing to understand before you start hunting.

SetRewardNotes
AmberA New Game Plus modifier every four piecesThe only collectible with a mechanical reward. Prioritise it.
NotesPterry's Scrapbook · HoarderAlso puzzle clues. Some carry doodles in the margins.
Audio tapesAudiophile · HoarderThe story is mostly here. Listen as you go.
Stuffed animalsYou Go Here · HoarderPlaced on pedestals. Currently reported as possibly bugged.
Amber reward
1 modifier per 4 pieces
NG+ modifiers
4
Hoarder needs
All four sets
Share of players with any set
0.2%

Amber and why it matters

Amber is the only collectible that pays you back mechanically. Every fourth piece unlocks one of the four New Game Plus modifiers, which means the amber hunt and the NG+ unlock are the same activity. If you only chase one set, chase this one.

Amber sits on side ledges, container roofs, beam walkways and the kind of shelf you climb past on your way somewhere else. It is almost never in a dead end, which is good news: you can sweep a level for amber without backtracking much.

New Game Plus modifiers

New Game Plus unlocks after you beat the game. It does not restart your collection progress, and it adds four optional modifiers that can be combined. Each one is unlocked by collecting amber — roughly one modifier per four pieces.

  1. Body-camcosmetic-ish

    Swaps the first-person presentation for a body-camera look. It is the least mechanically disruptive and the most atmospheric; if you want a second run that feels like found footage, take this one.
  2. Slippery surfaceshard

    Reduces friction, which turns every landing into a small gamble. It makes the beam sections in Level 2 genuinely dangerous and is the modifier most likely to end a run.
  3. Die if you stop movingbrutal

    Exactly what it says. This turns the entire game into a chase, including the quiet exploration rooms. It is the modifier for people who thought the hunts were too generous.
  4. Low gravityfun

    The interesting one. Longer jumps, floatier arcs, and sequence breaks the designers clearly anticipated. If you enjoyed the movement more than the horror, start here.

Notes

Notes are the backbone of the game's environmental storytelling and, annoyingly, several of them are also puzzle solutions. The reception code in Level 1 is literally two halves of one note.

  • Some notes have artwork in the margins. They are worth reading slowly.
  • Notes cover the staff's working life, which is where most of the humour lives.
  • Collecting all of them unlocks Pterry's Scrapbook, one of the five 0.2% achievements.

Audio tapes

Tapes are the main narrative delivery, and they are the closest thing the game has to a slow-burn horror layer. Dalton's recordings in particular change meaning as you go back and re-listen.

They play while you move, so you do not have to stand still — which is fortunate, because standing still is how you die. The Audiophile achievement wants the full set.

Stuffed animals

Plushies are picked up and placed on pedestals rather than simply collected. One is in the reception-area tent, which is why most players find their first one in the opening ten minutes.

What is actually missable

The good news: nothing is permanently missable in the sense of being locked out by story progress. You can replay levels, and New Game Plus keeps your collection. The bad news: the game does not warn you when you are leaving a collectible behind.

  • Genuinely one-time: the camera on the foreman's tower table in Level 2. It is a story item rather than a collectible, but it is the pickup people most often realise they missed.
  • Effectively one-time: amber on the beam sections in Level 2. The beams are hard to re-climb once you have dropped below them.
  • Not missable: notes and tapes. If you finish a level without them, replay it — the sets are tracked across the whole save.

Where to start

  1. Finish the game once without hunting. You need the map in your head.
  2. Sweep Level 1 for amber and notes. It is the easiest level to learn the placement logic on.
  3. Do Level 2 beam sections early in a session, before you are tired.
  4. Save the tapes for last — they are the most enjoyable to find slowly, and they do not affect your build.

Checked October 31, 2026 against game version 1.0.9. Exact counts per level are still being confirmed by the community; we will add per-level tallies as they are verified rather than guessing.

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