Terrible Lizards Codes

Checked October 31, 2026Game v1.0.96 keypadsLevels 1–2

Choose the door you are at. Reception and bunker codes differ between guides—use your in-game clue if the first number fails. Levels 3–4 use keys, fuses and dynamite.

Level 1

Reception

9216or3929

Guides differ. Check your in-game clue.

Before entering: Join the two torn note halves.

Clue & steps
Level 2

Bunker

0978or7652

Guides differ. Check your in-game clue.

Before entering: Repair the dead keypad, then read the work-area monitor.

Clue & steps

You type codes on the in-game keypad; the Copy button is for sharing them with a friend or pasting into notes.

Where each clue is

9216 / 3929 — Employees-only keypad at the main reception

Two halves of a torn note: one stuck to the Allosaurus skeleton’s hand (climb the rocks to reach it), one at the base of the Brontosaurus skeleton. Picking up both joins them into the code.

Two numbers reported. Into Indie Games and Grind'n'Strat use 9216. 9Puz entered 3929 here, read from the note halves in the footage it used. Try the first, then the second, and trust the clue in your own game over any guide.

Walkthrough: Level 1: Dalton's Dinos

1903 — Gift shop basement door

Shown in your objective after you watch the VHS tape in the gift shop office and finish the conversation with Stella.

Gotcha: The keypad will not open before the VHS + Stella conversation.

Walkthrough: Level 1: Dalton's Dinos

0451 — Foreman’s tower office in the first digsite

The tower needs power first: start the two generators in the side caverns (timed “power saver” doors), then climb the wooden stairs.

Gotcha: Grab the camera on the table inside before you leave.

Walkthrough: Level 2: The digsites

0978 / 7652 — Bunker / metal door with the broken keypad

The panel is dead until you repair it. Salvage the working keypad by the second gate further along the climbing route, bring the parts back, fix the panel, then enter the code. Check the monitor in the work area across the gap for the number.

Gotcha: A dark panel means you are missing the repair parts, not the code.

Two numbers reported. Into Indie Games uses 0978. 9Puz read 7652 from a work-area monitor labelled “Today’s Door Code” and used it on the same repaired door. Try the first, then the second, and trust the clue in your own game over any guide.

Walkthrough: Level 2: The digsites

1677 — Side access keypad next to the elevator shaft lift

Stella reads it out during her call when you reach the broken lift at the top of the big climb.

Walkthrough: Level 2: The digsites

0180 — Dynamite locker in the safe house

Given after Stella’s call at the fenced safe-house area, once you have used the gondola key on the padlocked gate.

Walkthrough: Level 2: The digsites

When a code “doesn’t work”

  1. Check the story gate. The basement keypad ignores 1903 until the VHS tape and Stella’s call are done.
  2. Check the panel is alive. The Level 2 bunker keypad has to be repaired with parts from another keypad before any code works.
  3. Read your own clue. For the reception and bunker doors two different numbers are in circulation. The note halves and the work-area monitor are the source of truth.
  4. Update to 1.0.9 or later. The October 30 patch fixed calls with Stella locking buttons and breaking progression. See crash fixes & patch notes.

Quick answers

What is the reception code in Terrible Lizards?

9216 in two independent guides. It comes from two torn note halves: one on the Allosaurus skeleton’s hand, one at the base of the Brontosaurus skeleton. One other guide entered 3929, so read your own note if 9216 fails.

What is the basement code?

1903. The gift shop basement keypad only accepts it after you watch the VHS tape in the office and talk to Stella.

What is the foreman’s tower code?

0451, once both side-cavern generators are running.

What is the bunker code in Level 2?

Guides report 0978 (Into Indie Games) and 7652 (9Puz, read from a “Today’s Door Code” monitor). Repair the dead keypad first, then check the monitor in the work area for the number your game expects.

Are Terrible Lizards codes random?

Four codes (1903, 0451, 1677, 0180) match in every guide we checked, so they look fixed. The reception and bunker keypads have two different numbers reported, and the bunker clue is labelled “Today’s Door Code”, so treat those two as “read your clue”.

Why does a correct code not work?

Either the story has not unlocked the keypad yet (basement before the VHS), the panel is unrepaired (bunker), or you hit the pre-1.0.9 bug where a Stella call could lock buttons. Update the game and reload the checkpoint.

Sources

Community guides are player-written and not confirmed by WDR Studios. Where two of them disagree, we show both.