The route · spoilers marked as they arrive
Terrible Lizards walkthrough
Four levels, one page each. Objectives in the order the game hands them to you, the codes so you do not stop to hunt for paper, and a note wherever a chase is about to start.
Verified October 31, 2026Game v1.0.94 levels · 7 keypad codes · one ending

Suspended walkways above the arcade · screenshot © WDR Studios
Before you start
Terrible Lizards is four long levels, not four short chapters. The game gives you the whole thing on day one — no episodic release, no “to be continued” — and it expects roughly six to ten hours for a first run. The route below is written for someone playing on normal difficulty with hints left on.
Two things make the walkthrough shorter than it needs to be:
- Codes are fixed. They do not randomise between runs, so a code you read here works on your copy. If a note in your game disagrees, trust the note.
- Chases are scripted, hunts are not. A chase is a corridor with a dinosaur behind you and a route in front of you. A hunt is an open room with a monster patrolling and objectives to finish. The walkthrough flags which is which, because the tactics are opposite.
The four levels
The game never names its levels in a menu, so we label them by what you actually do in them. Each card links to the full route.
Level 01The Attraction
BrontosaurusLobby, theater, exhibits, gift shop · 60–90 min · 2 codes
The game's opening hour is a haunted museum tour that quietly teaches you to climb. It ends the moment the Brontosaurus decides you are not a guest.
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Level 02Digsite & Caverns
BrontosaurusGenerators, tower, bunker, arena · 2–3 hours · 5 codes
The level that turns Terrible Lizards into a proper parkour game. Two timed generators, a repaired keypad, a lot of narrow beams, and one very large problem in an arena.
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Level 03Rail Tunnels
AllosaurusFreight yard and the fuse cavern · 90–120 min · 0 codes
The Allosaurus level, and the point where the game stops being a tour and becomes a hunt. No keypads here — just four fuses, one open cavern and something patrolling it.
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Level 04Finale
Dilophosaurus HybridThe last climb and the crew lift · 45–75 min · 0 codes
Short, loud and scripted. The last level is one long climb with the Hybrid on your heels, and it ends with the only choice the game ever really gives you.
Open the route
One-page cheat sheet
Every keypad in the game, in the order you meet it. If you are mid-chase and just need the number, this table is the fastest thing on the site.
| Code | Door | Level |
|---|---|---|
| 9216 | Employees-only keypad | Level 1 · Main reception |
| 1903 | Gift shop basement door | Level 1 · Gift shop |
| 0451 | Foreman's tower office | Level 2 · Digsite |
| 7652 | Worksite door | Level 2 · Digsite |
| 0978 | Bunker gate | Level 2 · Caverns |
| 1677 | Keypad by the elevator shaft | Level 2 · Caverns |
| 0180 | Safe-house dynamite locker | Level 2 · Safe house |
When you are stuck
Nine times out of ten it is one of these, in this order of likelihood.
A door will not openmost common
It is almost always a keypad, and the code is in the room you just left. Cross-check the code vault, then read the physical note in your own game — that always wins.A keypad is dead
The bunker keypad in Level 2 has no power until you collect repair parts from the working keypad further along the rocks. No amount of typing will help before that.You cannot make a jump
Check that you are chaining moves rather than stopping between them. The parkour is momentum-based; a standing jump covers far less ground than a jump out of a run. See the movement section.The chase keeps killing you
Stop looking back. The camera turn costs you speed, and the route is designed to be read forward. Run the corridor once without trying to survive and just learn the turns.You ran out of dynamite
The dynamite comes from the 0180 safe-house locker before the arena. If you skipped it, the encounter cannot be finished. Reload the checkpoint rather than the whole level.
The demo
The free Steam demo is a separate build with two halves: a story section and a gameplay section that unlocks after you finish the first. It is worth playing if you are undecided, but it is not a slice of Level 1 — the pacing and the puzzles are rearranged. Read the demo walkthrough for what each half covers.
Sources and updates
Objectives, level boundaries and achievement names come from the game itself and the Steam listing. Keypad values come from launch-week community guides, cross-checked against the in-game clues; where guides disagree we say so on the codes page instead of quietly picking one. Level timings are our own estimates from playthroughs and published reviews, not official figures.
Checked October 31, 2026 against game version 1.0.9. Patch 1.0.9 fixed several input locks and collider bugs, so an old guide may describe behaviour that no longer happens.