Walkthrough · Level 1 of 4
Level 1: The Attraction
A museum tour that teaches you to climb, then locks the doors. This level hands you the flashlight, the first two codes and your first look at what the Brontosaurus actually does when it decides you are not a guest.
Verified October 31, 2026Game v1.0.960–90 minutes · 2 keypad codes · 1 chase

What this level is
Level 1 is a tutorial wearing a museum. It has three teaching rooms and one exam: the lobby teaches you to look, the theater teaches you to time a button press, the exhibits teach you to climb, and the gift shop is where the game stops being polite.
It is also the longest stretch before a chase, which makes it the best place to get comfortable with movement. Nothing here punishes you for exploring.
- Monster
- Brontosaurus, in the finale only
- Codes
- 9216 · 1903
- Key item
- Dinosaur-shaped flashlight
- Achievements
- Welcome to Dalton's Dinos · Welcome to the Underground
- Missable
- Paleo Pal talk boxes · the globe · amber
- Ends with
- The gift shop chase
Lobby and the 9216 note
You arrive on foot after the car dies. Use the payphone by the entrance — it is the game's way of establishing that someone is expecting you — then walk into the main hall.
The lobby is built around two fossils, and both of them are hiding half of the same piece of paper:
Allosaurus fossil, left side
There is a torn note caught in the fossil's hand. Use the rocky platform beside it to climb high enough to reach. This is your first lesson in reading the room as a climbing frame.Brontosaurus mount, right side
The second half sits at the base of the Brontosaurus. Pick it up and the game joins them for you.Read the joined note
It gives you 9216. If your note shows something else, your copy wins — codes are fixed, but a regional build could differ. The full list lives on the codes page.
The staff door and the token
The employees-only door is beside the box office counter. Enter 9216 and head in.
Inside there is a token on the counter. Take it — the token is what unlocks the theater, and it is also the first time the game makes you carry something rather than just press a switch.
Use the token at the theater entrance and sit through the pre-show. It is deliberately too long. When it fails, the door marked “No Entry” opens behind you.
Theater and the fuse
This is the level's first real platforming test, and it is gentle on purpose.
Climb the crates
Left of the No Entry door there is a stack of crates. Climb them to gain height rather than looking for a staircase.Jump the cage
Sprint and jump across to the cage. A standing jump will not clear it — this is the game's first nudge toward momentum.Take the fuse upstairs
The stairs lead to a room with a fuse on the table and a fuse box beside the video player.Seat the fuse with three timed presses
The box asks for three presses at the right moment. Missing one is not fatal; you simply try again. Watch the animation rather than the prompt.Restart the pre-show
Press the switch on the video player, then head back into the theater. The gate on your left opens when the show ends.
Restoring the exhibits
The exhibit hall is the first big climbing space. Your job is to restore power by flipping three switches, and the room is designed so that each one teaches a different move.
Use the dinosaur as a platform
The dinosaur on your right is not scenery. Climb it, then jump from its back to reach the upper level. Head right, over the crates and under the pipes.Reach the console
Follow the platforms to the security room and interact with the terminal. It tells you three switches are offline and marks them.Switch one: the dinosaur body
Exit the security room, go straight and stop at the dinosaur on your right. Climb its body and the platforms above it. Descend by the ladder on the far side.Switch two: the balcony branches
Go to the stage on your right and climb to the first balcony. Turn around — the branches behind you are the route to the switch on the opposite side.Switch three: the stage right
Back near the security room, the right-hand stage has another climbing line up to the last switch.Pull the lever
Return to the security room and pull the lever to open the gate. Before you leave, pick up the telephone and the headphones next to the radio — they are easy to walk past and they matter later.
Dilo Dash and the flashlight
Past the gate, the floor becomes lethal. This section is a no-touch platforming run: if you land on the ground, you get electrocuted. Treat it as a checkpoint-based puzzle rather than a reflex test, because the route is fixed.
Jump platform to platform
Never stop on the floor. Jump from one platform to the next in a single flow; pausing is what kills you here.Cross on the yellow pipes
In the alley section, the yellow pipes are the bridge. They are painted the same yellow as the guidance in the rest of the level, which is the game's visual language for “this is the way”.Climb the pillars
The next exhibit is a pillar climb. At the top, look right: more pillars continue the route rather than ending it.Collect the token, then redeem it
The token at the end of the run is your ticket to the flashlight. Descend, head right, and use it at the redemption point.
The flashlight is a dinosaur toy with teeth cut into the lens. It matters: the basement later is genuinely dark, and several players report trying to do it without the light and regretting it.
Backstage and the asteroid room
After the Dilo Dash experience you end up backstage, where the exit is blocked. This is the most mechanically varied section of the level.
Climb the display case
Use the display box on your left to reach the platforms above. The route is vertical, not forward.Ride the moving dinosaurs
The dinosaur props move on a track. Time a jump onto one and let it carry you across the gap, then drop off on the far side.Take the button
On top of the boxes at the drop-off point there is a button. Pick it up — you cannot progress without it.Power the asteroid exhibit
Descend and head left to the single exhibit in the dark room. Place the button on the console and press it. An asteroid comes out.Follow the asteroid
You now have a short window to follow the asteroid through the opening it came from. Jump up, slide under the dinosaur on your left, climb the pillars on the right, then circle the exhibit and slide under the pipes into the opening.
Gift shop and 1903
The gift shop is the last quiet room before the level ends. Go straight and use the ladder at the far end to descend, cross the railing on the yellow pipes, squeeze through the gap, and take the vent on your left.
After you drop out of the vent, follow the corridor into the shop floor and cross to the office on the other side. Inside:
- Watch the VHS tape. It is the first real piece of the story.
- Talk to Stella. She gives you the basement code.
- Exit the office, head right, then take the left at the end to reach the basement door. Enter 1903.
The first Brontosaurus chase
This is the exam. Up to now the Brontosaurus has been a silhouette on a wall. Behind the basement door it is a moving animal, and the level turns into a linear sprint.
What actually matters:
- Do not turn around. The camera turn costs you forward speed, and the corridor does not require you to look back.
- Read the route forward. Every obstacle in this chase uses a move the level has already taught you: a jump from the theater, a climb from the exhibits, a slide from the asteroid room.
- Dying is cheap. Checkpoints are generous here. If you die twice in the same place, stop trying to survive and run it once purely to learn the turns.
When you come out the other side, Level 1 ends and the achievement Welcome to the Underground unlocks. If you have not yet died to a dinosaur, the next level will fix that.
End-of-level checklist
Before you move on, confirm you have:
- The flashlight (from the Dilo Dash token)
- The telephone and headphones from the security room
- Pressed every Paleo Pal talk box you passed — these count toward Paleo Pal Review
- Spun the globe if you saw one — Globe-fetti
- Checked the side ledges for amber. Every fourth piece unlocks a New Game Plus modifier
Story spoiler · what the VHS tape tells you
The tape is Dalton Coolidge presenting his own attraction with the enthusiasm of a man who has not yet realised what he built on top of. It establishes the dig site, the family, and the fact that the attraction was already in trouble before anything went wrong.