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Unofficial fan wiki/Verified October 31, 2026

Walkthrough · Level 3 of 4

Level 3: Rail Tunnels

No keypads, no notes, no museum. Just a freight yard, a train tunnel and an Allosaurus that patrols the space you have to work in. This is the level that decides whether you actually like the game.

Verified October 31, 2026Game v1.0.990–120 minutes · 0 codes · open-area hunts

A lit wooden walkway inside the cavern system of Terrible Lizards

What this level is

Level 3 has the cleanest design idea in the game: take away the puzzles and keep the monster. There are no keypads here. There is one creature, one large space, and a set of objectives that force you to move through that space repeatedly.

If Level 2 taught you to plan a route, Level 3 tests whether you can abandon one. The Allosaurus does not chase on rails; it patrols, doubles back, and appears where you were ten seconds ago.

Monster
Allosaurus
Codes
None
Key item
Four fuses, then the Allosaurus tooth
Structure
Patrol hunt → fuse run → exit
Achievement
Slime-o-saurus
Difficulty
The hardest level for most players

The freight yard

The level opens in an industrial yard: containers, gantries, and enough vertical clutter that you will lose your bearings at least once. This first section is a warm-up and a classroom.

  • Use height to navigate. The ground level is a maze. Climbing a container gives you a map.
  • Note the lights. Work lamps mark routes the game wants you to take, in the same way the yellow paint did in Level 1.
  • Do not fight the camera. Look where you are going, not at the creature. You will hear it before you see it.

Reading the Allosaurus patrol

This is the skill the level is built around. The Allosaurus is not scripted to appear at fixed moments; it walks a loop through the space while you complete objectives. That means your safety is a function of where it is, not where you are.

  1. Listen first

    Its footsteps and vocalisations carry through the tunnels before the model is visible. Stop moving for two seconds when you hear it and work out which direction it is heading.
  2. Learn one full loop

    Before touching an objective, follow it at a distance for one circuit. You will learn the two places it always pauses, and those are the places you must never be.
  3. Work in short commitments

    Never start an interaction you cannot abandon. Grab one fuse, leave, come back from a different angle. This is slower per trip and much faster overall than dying.
  4. Break line of sight before you stop

    It hunts by sight and sound. A container between you and it is worth more than ten metres of distance.

The train tunnels

Past the yard, the level narrows into service tunnels and a derailed train. This is where the level becomes claustrophobic: the corridors are long, the sightlines are short, and there is exactly one route forward.

The tunnels are also where the game introduces its most punishing platforming: gaps that require a running jump followed immediately by a climb. If you keep dying here, it is almost always because you are stopping between the two moves.

The four-fuse rail cavern

The centrepiece. A large rail cavern with a panel that needs four fuses, and the Allosaurus patrolling the floor between you and each fuse.

  1. Count the empty slots first

    Look at the panel before you pick anything up. Knowing there are four slots stops you from carrying a fuse across the cavern and finding nowhere to put it.
  2. Take one fuse at a time

    Carrying more than one does not speed anything up, and it makes you take dumber routes. One trip, one fuse.
  3. Seat each fuse properly

    Some slots need a short timed press to seat the fuse. If a fuse will not go in, you are early or late, not bugged.
  4. Leave the last fuse for a clean window

    The final slot is the most exposed. Wait for the patrol to move away rather than gambling on a sprint.

The Allosaurus tooth

With the panel powered, the route out opens — and somewhere along it you pick up an Allosaurus tooth, which becomes a key item. It is not a collectible in the amber sense; it is part of how the level resolves, so do not leave the area without checking the body and the platform beside it.

Finishing the level unlocks Slime-o-saurus. You are now roughly two thirds through the game and, statistically, in the top 20% of players.

Spoiler · how the Allosaurus is dealt with

Unlike the Brontosaurus, the Allosaurus is not defeated by a trap you set up in advance. It is removed by its own pursuit in the final sequence of the level, which is the game's way of saying that the thing that hunts you is also the thing that undoes itself.

End-of-level checklist

  • All four fuses seated
  • Allosaurus tooth collected
  • Any amber on the container roofs in the freight yard
  • Tapes from the derailed train carriages
  • The Join Us for a Bite achievement, if you somehow still do not have it

Next on the trail