The main route from Dalton's Dinos to the surface

Getting through Dalton's Dinos means finishing the machinery jobs that open each new escape route. This Terrible Lizards full walkthrough follows the main story through all four chapters, including the gift shop lights, underground generators, dynamite objectives, and final lift key. It covers the progression milestones without promising every collectible or a turn-by-turn map of every platform.

The route draws on FusionZGamer's full-release player experience, with the opening also supported by SuperHorrorBro's release playthrough. Keypad numbers below belong to the particular doors and recorded runs described; read the corresponding note or Stella objective in your own game. The official Terrible Lizards Steam page identifies the game if you need to distinguish the full release from its demo.

Chapter 1: Theater, exhibits, and gift shop floodlights

After using the payphone outside, enter the attraction and collect both halves of the torn office-code note. Open the office with the completed code and collect the theater token. SuperHorrorBro successfully used 6024 in that recorded opening; the important step is assembling and reading your own note rather than treating a number from another recording as universal.

Use the token to enter the theater. When the presentation fails, take the No Entry backstage route, collect the fuse, and repair the fusebox using the timed Space input. Start the presentation again and return to the theater to continue into the exhibits.

The next gate needs three exhibit switches followed by the master lever in the office. Explore the climbing routes around the displays, activate all three, then return to the office. Answer Stella's call and take the headset so you can remain in contact. For a stuck lever, the release tutorial says to hold E continuously; releasing it resets the progress.

Continue past the damaged exhibit area to Dilo Dash. Find its token along the climbing route, exchange it for the dinosaur flashlight, and pass through the attraction. At the finale, locate the missing plaque button and return it to the exhibit. Stella explains that starting the show opens the meteor hole, which becomes your backstage exit.

Follow the backstage route into the gift shop, watch Dalton's VHS in the office, and call Stella. Her basement code in the recorded release route is 1903. Collect the three basement fuses, return upstairs, and install them in the three floodlight boxes while avoiding the mascot.

These are three separate jobs:

  1. Install the three fuses on the shop floor.
  2. Use the arcade vent to reach the rafters and connect all three floodlights overhead.
  3. Return through the office route and power the lights from their floor controls while Bronto roams the shop.

When the exit is destroyed, take the available escape route into the caves. Keep moving through the chase and across the collapsing passage to finish Chapter 1.

Chapter 2: Generators, the repaired keypad, and dynamite

The original dig-site elevator is unavailable, so Stella sends you deeper. First, start the two generators in the side caverns, then operate the main door control from the Foreman's Tower. Stella supplies 0451 for the tower door in the full-release recording.

Use the power cables as navigation clues. The generator routes include temporary auxiliary doors: inspect the path before pressing their buttons, then move through while the opening is available. With both generators running, return to the tower and press its main control to open the trailblazing-tunnels security door.

Continue through the platforming and early Bronto pursuit. At the damaged keypad, read the repair instructions: replacement parts are at an upper dig site, while the code is at the field lab. Salvage the working keypad parts, return to repair the target panel, and enter the code you found. 7566 is the successful entry narrated in FusionZGamer's run.

Later, activate the three sub-switches for another door. Bronto breaks through, leaving downed cables and standing water in the way. Call Stella, then operate all three emergency kill switches on the ground level to remove the electrical obstacle. Continue out through the narrow passage while avoiding Bronto.

At the elevator sequence, Stella gives 1677, but this attempted escape fails and the route continues through the caves. Find the gondola key and use it at the padlocked gate. After another pursuit, Stella gives 0180 for the dynamite locker. Collect the explosive, place it at the indicated obstruction, and use the detonator to open the way.

For the finale, collect and place four dynamite charges while Bronto pursues you. Track the installation points by their wires, complete every placement, then activate the blast plunger. The explosion ends Chapter 2 and sends Jordan into the water below.

Chapter 3: Goo movement, the blocked lift, and the railway cavern

After the flooded passage, contact Stella in the deep sites. This chapter expands the movement system with goo bounces and wall-running routes. Some bounce surfaces are available only for a limited window after activating a button, so identify your next landing before starting the sequence.

At the large mining site, use the cart interaction to reach the dynamite. Put it at the obstruction where the power cable continues through, detonate it, restore power, and activate the train-cart control panel. Follow the new traversal route onward.

The Allosaurus encounters demand continued escape rather than combat. An in-game account read during the player experience says the creature prefers attacking from behind and briefly hesitates when stared down, then becomes angry. Treat that as a short opportunity to move toward an escape passage, rather than a way to hold it still indefinitely. Narrow cracks provide an onward route during the recorded pursuits.

Continue through the rising-water sequence, then complete the scissor-lift area: obtain the key, place the dynamite for the power route, restore power, and use the equipment to climb onward. The later winch lift appears to offer access to the surface, but the attempt is interrupted. Continue along the newly available route instead of expecting that lift to end the chapter.

After finding Dalton's final camcorder, call Stella. In the railway cavern, restore the generator and complete the objective to find and replace four fuses. The recording establishes this required stage but does not clearly locate every fuse, so this walkthrough does not invent four pickup coordinates.

Once that objective is complete, continue to the Foreman's Tower, release the mine cart, and follow the escape route through the Allosaurus chase. The transition into the Motherlode completes Chapter 3.

Chapter 4: DJ, Cavern B, and the final elevator escape

Move through the old Project Pilgrim area, using the counterweight to lower the goo route when prompted. When you find DJ, he asks for an Allosaurus tooth fossil from Dennis's lair before he will leave. Retrieve it, then follow the objective to find a working gun during the encounter. Its use is a story interaction; Jordan does not gain a weapon to carry around and freely fire afterward.

Return to DJ and escape Dennis. At the outpost, investigate the lift and restore power to the special-spectrum lights. Complete their controls, check on DJ, and listen to Fellows's recording. It explains that the lift's fail-safe key was taken to Cavern B.

The key route has an important prerequisite:

  1. Enter Cavern A and find the dynamite.
  2. Return to the blocked Cavern B entrance and blast it open.
  3. Continue through Cavern B and climb the spire.
  4. At the top, collect the lift key beside Dr. Jonathan Fellows and his last-words note.
  5. Escape Dennis and return the key to the outpost lift, where DJ is waiting.

Use the key at the lift control and begin the ascent. Dennis interrupts the ride, leaving Jordan to take another route. Follow the catch up to the elevator objective and keep climbing through the traversal sequence. At the final confrontation, complete the kick interaction, reunite with DJ, and continue to the surface, where Stella is waiting.

FAQ

Does this walkthrough cover all four release chapters?

Yes. It follows their main progression objectives through the surface escape. It does not claim a complete collectible sweep, an optimal speedrun, or every individual jump and fuse location.

Why are the gift shop floodlights still off after I install the fuses?

The recorded route separates fuse installation, overhead connections, and final floor-level activation. After installing the fuses, reach the rafters through the arcade vent, connect the lights, then return and activate the floor controls.

Where is the final lift key?

In Chapter 4, climb the spire in Cavern B and collect it beside Fellows and his note. Find the dynamite in Cavern A first so you can open the Cavern B entrance.

Can I fight the dinosaurs with the Chapter 4 gun?

The working-gun objective leads to a scripted interaction in the release player experience. It does not unlock general shooting combat; keep following the escape and movement objectives afterward.