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Unofficial fan wiki/Verified October 31, 2026

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

A suspended walkway above the disused arcade in Terrible Lizards

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.

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.

CodeDoorLevel
9216Employees-only keypadLevel 1 · Main reception
1903Gift shop basement doorLevel 1 · Gift shop
0451Foreman's tower officeLevel 2 · Digsite
7652Worksite doorLevel 2 · Digsite
0978Bunker gateLevel 2 · Caverns
1677Keypad by the elevator shaftLevel 2 · Caverns
0180Safe-house dynamite lockerLevel 2 · Safe house

When you are stuck

Nine times out of ten it is one of these, in this order of likelihood.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

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