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Museum and Cavern Walkthrough

Quick Answer

For the opening half of Terrible Lizards, follow the museum's theater, exhibits, Dilo Dash, meteor finale, and gift-shop objective chain.

For the opening half of Terrible Lizards, follow the museum's theater, exhibits, Dilo Dash, meteor finale, and gift-shop objective chain. Chapter 2 then moves through the two cavern generators, Foreman Tower, damaged keypad, lift shaft, gondola key, and the four-charge Bronto trap. The route below connects those objectives without requiring a complete collectible sweep.

This walkthrough gives detailed progression through Chapters 1 and 2. The later chapters are outside its complete route coverage. It concerns the full game, released October 29, 2026; the separate demo has its own sequence and updates. The confirmed Steam patch baseline is 1.0.9, and equivalent console or Epic patch details are not established.

Chapter 1: Enter Dalton's Dinos

Leave the car and use the payphone near the entrance to request help. Then enter the attraction. In reception, find both torn pieces associated with the employees-only keypad: one is attached to the Allosaurus fossil's hand on the left, reached using the rocky platform, and the other is at the base of the Brontosaurus fossil on the right.

Read the assembled code shown by your own collected pieces. Do not substitute a guessed universal number. Enter it at the employees-only keypad, take the token from the counter, and use that token for theater access.

The first museum token and the later flashlight token have different destinations. Keeping them separate prevents an unnecessary return trip when a later machine needs its own item.

Restart the theater and reach the exhibits

When the preshow stops, enter the newly opened No Entry door. Climb using the crates on the left, then sprint-jump over the cage. Take the stairs into the upper room.

Collect the fuse from its table and install it in the box beside the video player. Complete the three timed inputs rather than treating the first input as the entire repair. Use the video-player switch to restart the preshow, then return to the theater.

After the presentation ends, take the newly opened gate on the left. In the exhibition, climb the dinosaur on the right and continue right over crates and beneath pipes. Cross the platforms, pass through the opening, descend, and follow the path to the security-room console.

Open the exhibits gate

Interact with the console to establish the power objective. Three elevated switches must be activated before you return to the security-room lever:

  1. Leave the room, go straight, and climb using the dinosaur on the right. Activate its upper switch, then descend by the opposite ladder.
  2. Climb the stage on the right. At the first balcony, turn back to find branches leading across to the next switch.
  3. Use the stage on the security room's right side to reach the final upper switch.

Return to the room and pull the lever. Before leaving, collect the telephone and headphones near the radio. Head right out of the room for the onward route.

Dinosaur exhibit beneath a tree trunk and elevated fenced walkway

The dinosaur and nearby platforms form an upward route toward the exhibit controls.

Get the flashlight and complete Dilo Dash

Cross the next platforms without touching the electrified ground. In the alley, use the yellow pipes to reach the opposite side. Continue to the next exhibit and climb the pillars.

At the top, look right for more pillars leading to the token. Collect it, descend, and head right from the exhibit to redeem it for the flashlight. Then continue through the Dilo Dash experience.

The flashlight supports exploration of darker passages later, including the basement. It is not established as a weapon or a universal way to repel creatures.

Use the meteor exhibit to reach backstage

At the blocked exit beyond Dilo Dash, climb the display box on the left. Follow the upper platforms and ride a moving dinosaur dummy across. The replacement button is on boxes at the destination.

Descend and head left to the single exhibit in the dark room. Fit the button into its console and start the show. The meteor's opening supplies the route forward.

Jump upward ahead, slide beneath the dinosaur on the left, and use the right-hand pillars to climb. Continue upward, circle around the exhibit, slide beneath the pipes, and jump into the opening. Move promptly through this sequence rather than waiting for the ordinary exit to open.

Beyond the exhibit, descend using the ladder, cross the railing with the yellow pipes, squeeze through the passage, and use the vent on the left. Follow the route into the gift shop.

Complete the gift-shop objective chain

Enter the office across the shop, watch the VHS recording, and speak with Stella. Leave the office to the right, then turn left at the end to reach the basement. Its keypad code is 1903.

At the bottom, the first fuse is ahead. The second is farther back and slightly left, and the third is another left from there. Collect all three, then return upstairs.

Install them at the pillar boxes near the office, toys section, and arcade. Create distance from the pursuing mascot before beginning an installation. After all three are fitted, enter the arcade, go straight, turn left at the end, and use its vent to reach the upper route.

Operate the levers above the same three pillars. A later vent returns you to the office. Then revisit the ground-level boxes to activate the floodlights while Bronto is present. Fuses, upper levers, and floor activation are separate stages.

After powering the lights, head toward the exit right of the office. When Bronto destroys that route, turn back and run ahead through the descending escape path. Keep crossing the platforms into the basement and onward to the caverns.

Lever on a fenced circular platform above the Gift Shop floor

The raised controls are separate from the fuse boxes on the floor.

Chapter 2: Restore both generators

Follow the path until Jordan calls Stella. Turn left after the call and cross the crates to the button. Press it and pass through the door on the right before it closes.

Follow the generator cable. At the next button, open the auxiliary door and cross the timed route of crates and gaps. Activate the first generator beyond it. Continue forward through the cavern, then turn right after dropping down and use the button to reopen access to the base.

For the second generator, go ahead and slightly right to find another cable. Follow it through the small crawl hole and use the lift to gain height. Continue platforming to the right and cross the gaps using the pillars. Activate the generator, then return through the same crawl hole.

Turn left and climb the stairs to Foreman Tower. Use 0451 to enter its office, press the red button, and take the camera from the table opposite it. The button opens the base gate for the next cavern section.

Escape Bronto and repair the damaged keypad

Continue through the cavern platforming and climb upward. When the Bronto encounter begins, turn around and follow the route on the right while running and jumping through the escape.

Afterward, follow the cavern until you reach a hanging platform. Grab it to lower it, allowing you to continue. At the nonworking lift, go left to the bunker door with its damaged keypad.

Take another left from that door and lower the movable platforms by climbing the rocks and hanging from them. Use their new positions to reach the railing. Follow it until it breaks, then turn right and climb the metal structures. At the top, drop right, use the red button, and continue through the opened route.

At the end, collect the working keypad parts near the gate. Drop down, head right back toward the bunker, repair its keypad, and enter 0978. Continue through the following traversal, which introduces narrow balancing passages as well as more jumps and swings.

Hanging cavern platform with the displacement tutorial visible

The suspended platform can be lowered as part of the post-chase route.

Complete the sub-switch route and reach the lift shaft

After the extended traversal, the next switch area begins with a right turn and a ladder. Turn right again to reach ledges leading up to the first switch. Jump left and follow the upper route to the second, then continue left to the third.

The later Bronto hunt introduces a separate kill-switch objective. Do not confuse those controls with the three elevated sub-switches you just completed. Keep following the active objective and use the available tunnel route to reach the narrow escape passage.

After crawling out, climb the rocks on the left and jump to the platform ahead. Continue across the next platforming section, press the red button, and use the left-hand ledges to reach the auxiliary door before it shuts. The following climb uses the ledges above you to reach the next lift area.

Speak with Stella there. Her code is 1677. Enter it at the lift-area keypad, then use the accessible ledges to descend into the shaft. At the bottom, locate the fuse box on the left and take its missing fuse from the table to its right.

Recover the gondola key

After installing the fuse, climb using the crates and platforms. Continue until a platform breaks, then crawl beneath it. At the later office, press the auxiliary-door button, run out, and cross the ledges before the door closes.

Follow the route to the padlocked gate. Climb the large central rock and use the higher ledges. As you descend slightly, look right for the gondola and jump inside to find the padlock key.

A cutscene follows. Pick up the key again afterward, then use the onward ledges to return to the padlock. Unlock the gate. Continue platforming; when Bronto returns, make a U-turn and follow the path on the right until you escape and can speak with Stella.

Finish the chapter with dynamite

At the safe house, enter 0180 to access the dynamite locker. Collect the explosive, leave the locker to the right, and place it on the wall. Follow the red wire to the detonator and blast open the path.

Survive the timed escape beyond it to reach the final arena. Bronto follows into the area with the large structure. Three dynamite pickups are around the outer hallway and tunnels; the fourth is behind the structure under the lights.

Follow the red wires and red lights to the four placement points around the structure. Install every charge, then return to the lit location where the fourth pickup was found. Use the detonator there to complete the sequence and end Chapter 2.

Dynamite bundle mounted on a wooden wall with red wiring

Follow the marked wiring to the charge installation points.

Distinguish a missing action from a reported blocker

The gift-shop door has launch-period reports of remaining locked after lighting work, sometimes after a death. Check the three-stage lighting chain first. Steam 1.0.9 does not explicitly name that door as repaired.

A cavern failure after a Bronto rock gap can leave missing ground and a repeated fall on respawn. That differs from missing a visible platform. Steam 1.0.9 addresses some level-loading problems, but recovery of a previously affected save is not established.

The same Steam patch explicitly lists fixes for an invisible collider after falling rocks in the second Bronto hunt and four fuses failing in the second Allo hunt. Match the encounter before applying advice, and do not assume those corrections shipped to every platform simultaneously.

The later campaign continues through industrial caverns, unusual goo surfaces, and deeper facilities. This walkthrough's complete route stops at the end of Chapter 2. Use that boundary when checking progress: finishing the museum and the Bronto trap is a substantial part of the journey, not the full ending. Optional amber, notes, recordings, and stuffed-animal deliveries remain separate from the required story route.