Gameplay

Terrible Lizards Door Codes: Find Clues and Open Doors

Find the puzzle door codes in Terrible Lizards, locate the torn reception notes, repair the worksite keypad, and follow Stella's calls to reach locked areas.

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Terrible Lizards Game screenshot
Terrible Lizards · Gameplay
01

Find the Clue and Use the Matching Keypad

Find the reception code by joining the torn notes, get later access codes from Stella, and repair the broken worksite keypad before entering its code. The gift-shop basement uses 1903, the foreman's tower uses 0451, elevator-shaft access uses 1677, and the dynamite locker uses 0180. For reception and the worksite door, prioritize the clue displayed in your game over a copied solution.

02

Door Codes, Clues and Opening Conditions

Door or KeypadCode, Clue and Required Actions
Reception / Box OfficeUse the joined torn-note code and inspect the keypad hint. Find the halves at the Allosaurus fossil's raised hand and the base of the Brontosaurus skeleton.
Gift-Shop Basement1903. Follow the gift-shop office VHS and Stella conversation, then leave the office, head right and turn left at the end to reach the basement.
Foreman's Tower Office0451. Activate both generators, climb to the tower office and enter the code. Press the red button inside to open the main gate.
Broken Worksite / Bunker DoorRepair the panel before entering its code. Salvage parts from a working keypad reached through the upper platforming route, then return to the bunker door.
Elevator-Shaft Access Door1677. Stella gives you the code during the call near the lift. Use the keypad to open the route down the elevator shaft.
Dynamite Locker0180. After the later Stella call, use the keypad inside the safe house to reach the locker and collect the dynamite.
03

Find the Torn Reception Notes

  1. In the lobby, head left toward the large Allosaurus fossil. Climb the rock platform to reach the piece of paper stuck to its hand.
  2. Search around the base of the Brontosaurus fossil on the right side of the hall. Pick up the other torn half so you can read the joined clue.
  3. Inspect the keypad hint near the employees-only area and enter your joined code. Once inside the box office, take the token from the counter and use it to open the passage toward the theater.

A reception number copied from another playthrough may differ from the clue in front of you. Let the joined paper and keypad hint determine what you enter. Treat reception as a clue puzzle rather than assuming that a number remembered from another run will open it.

04

Open the Basement and Foreman's Tower

  1. Cross the gift shop to the office on the far side. Watch the VHS there and speak with Stella before following the basement route.
  2. Leave the office, head right and take a left at the end. Enter 1903 at the basement keypad, then use your flashlight inside while collecting the fuses.
  3. At the cavern base, activate both generators in the side caverns. Follow their cables to find the routes, power up the generators and return to the base.
  4. Climb the stairs to the foreman's tower and use 0451 to enter its office. Press the red button inside to open the main gate; powering the generators is only part of this route.
05

Repair the Broken Worksite Keypad

The bunker door beside the nonfunctioning lift needs a physical keypad repair. Find a working panel, salvage its parts and bring them back to the broken door. Read the local code clue as well, so you have both the repair parts and the digits needed to continue.

  1. After escaping the Bronto, follow the cavern route and lower the hanging platform to continue. When you reach the nonfunctioning lift, look left for the bunker door with the broken keypad.
  2. From the broken keypad, head left to the platforms you can lower. Climb the rocks, reposition the platforms and use them to reach the railing above.
  3. When the railing breaks, head right and continue climbing the metal structures. At the top, drop down toward the right and use the red button along the route to open the gate.
  4. Follow the path and jump down at its end to reach the working keypad near the gate. Salvage its parts, then jump down and head right to return to the bunker door.
06

Unlock the Elevator Route and Dynamite Locker

  1. Descend using the ledges until you reach the bottom. At the elevator, find the fuse box on the left, collect the fuse from the table to its right and install it.
  2. At the later safe house, follow the Stella conversation about the dynamite locker. Use 0180 on the keypad inside to reach the dynamite.
  3. Take the dynamite and head right after leaving the locker to place it on the wall. Follow the red wire to the detonator to blast open the route through the cavern.
07

When the Door Still Will Not Open

  • Keep leading zeros when entering codes: the tower uses 0451 and the dynamite locker uses 0180. Copy the full sequence into the appropriate keypad.
  • For reception, compare the joined note with the keypad hint before trying another number. A reception solution from another playthrough may differ from your clue.
  • At the worksite bunker, finish salvaging and fitting the keypad parts before entering the code. Knowing the digits does not complete the physical repair.
  • If the tower office is accessible but the main gate remains closed, check the generators and press the office's red button. The office keypad and main gate are separate interactions.
  • If the elevator access door opens but you still need to operate the equipment below, collect and install the nearby fuse. Opening the shaft route does not finish that fuse task.

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