Start both generators and open the Foreman's Tower gate

The first elevator you find underground will not take you out of Dalton's Dinos. This Terrible Lizards chapter 2 walkthrough follows the main route through the replacement escape attempts, from the side-cavern power puzzle to the four-charge dynamite finale. Keeping the generator, keypad, and emergency-switch jobs separate makes the chapter's repeated electrical objectives easier to follow.

This route uses FusionZGamer's full-release player experience. The keypad numbers below are those given or entered in that recording, each tied to its own door; check the corresponding dialogue and notes in your game. The official Terrible Lizards Steam page provides the full-game listing.

Call Stella in the original dig site. She explains that the security door to the trailblazing tunnels is powered off. You need two generators in the side caverns, followed by the main door control inside the Foreman's Tower.

Explore the side routes using the power cables as landmarks. The generator passages include temporary auxiliary doors, so locate the opening and the path to it before activating a button. Move through the platforming sequence while the door is available and start the generator beyond it. Complete both side-cavern power routes, then return to the central area.

Use Stella's 0451 code at the Foreman's Tower door. Inside, operate the main gate control. Having both generators running supplies the power, but the tower action is still required to open the security door. Continue through that main door into the next cavern route.

Escape the first pursuit and repair the damaged keypad

Follow the climbing and platforming route beyond the gate. Bronto interrupts the apparent approach toward an exit, starting another chase. Keep taking the onward passage until you reach the narrow escape and can continue through the caves.

At the next machinery area, inspect the damaged keypad door and read its repair information. It identifies an upper dig site for a spare part and the field lab for the code. These are separate requirements: knowing a number does not repair the panel.

  1. Visit the field lab and obtain the code information.
  2. Use the movable platforms and upper route to locate a working keypad.
  3. Complete the temporary-door traversal to reach it and salvage the part.
  4. Return to the damaged panel, repair it, and enter the code you found.

FusionZGamer narrates 7566 as the successful entry at this repaired door. Treat it as the number used in that player experience, rather than a substitute for checking your own field-lab clue.

Continue through the balancing and traversal sections. When Bronto intrudes into the narrow passage, retreat from the approach and wait for the opening to continue. Follow the route onward after the encounter.

Complete the sub-switches, then the three emergency kill switches

The next door requires three sub-switches. Finish those connections to progress, but be ready for Bronto to break through afterward. This creates a different problem: cables are down in standing water, making the way forward unsafe.

Call Stella. Her instruction is to reach the emergency shutoffs on the ground level and hit all three. These kill switches belong to the flooded encounter, not the earlier side-cavern generator puzzle.

Operate all three while keeping clear of Bronto. In the recorded player experience, Jordan moves between the controls and then escapes through the available narrow passage after the electrical obstruction is cleared. Finishing one switch does not resolve the whole area, so follow the objective until the complete set is done.

Continue through the auxiliary-door and climbing route beyond this encounter. At the later elevator landing, contact Stella again. She supplies 1677 for the access sequence, but the elevator escape fails and Jordan must find another way forward.

Get the gondola key and open the dynamite route

Continue through the caves, completing the encountered fuse repair and temporary-door traversal. When the path is blocked by a chain-link gate with a padlock, contact Stella about the gondola area.

Reach the gondola by following the elevated traversal route and collect its key. The sequence includes an interruption at the gondola; make sure you have the key before returning to the gate. Use it on the padlock to continue. This is the Chapter 2 gondola key, separate from Chapter 4's lift key.

After the next pursuit, contact Stella at the dynamite locker. The code she gives in the recording is 0180. Collect the explosive and place it at the indicated blocked passage. Activate its detonator to open the way, then continue through the chase and collapsing-cavern route beyond it.

The locker blast is a route-opening job. The larger four-charge demolition that follows is another objective, so collecting this first explosive does not finish the chapter.

Place four charges and use the blast plunger

In the final arena, collect and place four dynamite charges while Bronto remains a threat. The route takes you through the surrounding passages to gather the explosives and back to their installation points.

Use the wires leading to the charge positions to orient yourself. In the player experience, following a wire helps locate an outstanding placement after the other charges are installed. Check which part of the collect-and-place objective is still unfinished before returning to the detonator.

After all four placements, operate the blast plunger. The explosion collapses the area, and Jordan is washed into the water below. That transition completes Chapter 2 and leads into the deep sites of Chapter 3.

For a quick check of where you are, the main sequence is:

LandmarkRequired action
Original dig siteTwo side-cavern generators, then the tower's main gate control
Damaged keypadSalvage the replacement part and obtain the field-lab code
Flooded Bronto encounterOperate three ground-level emergency kill switches
Gondola gateRetrieve the gondola key and open the padlock
Dynamite lockerObtain the explosive and blast the blocked route
Final arenaCollect and place four charges, then use the plunger

FAQ

Why is the first big door still closed after I start a generator?

Stella asks for both side-cavern generators. Once they are running, enter the Foreman's Tower and activate its main gate control.

Where do I find the damaged keypad's replacement part?

The repair information directs you to an upper dig site. Find a working keypad there and salvage its parts; the code information is a separate clue at the field lab.

Which codes appear in the full-release recording?

The described run uses 0451 for the tower, 7566 at the repaired keypad, 1677 in the later elevator-access sequence, and 0180 for the dynamite locker. Each belongs to a specific objective, and the recording does not establish universal behavior across every build or run.

How many dynamite charges end Chapter 2?

The final demolition requires four charges. Collect and place all four, then use the blast plunger. The earlier dynamite-locker blast opens the route to this later encounter.