Level 2 Walkthrough: The Digsites

Checked October 31, 2026Game v1.0.9Codes 0451 · 0978 · 1677 · 0180Achievement: That's DINO-mite!

Start two generators and open the foreman’s tower with 0451, repair the bunker keypad (0978, or 7652 from the monitor), clear the kill switches, open the lift side door with Stella’s 1677, take the gondola key, get dynamite with 0180, then plant four charges in the Bronto arena.

1. Two generators and the foreman’s tower

Puzzle menu
  1. Go ahead and wait for Jordan’s call with Stella. Head left over the crates and press the button: the door on the right closes again quickly, so run straight through.
  2. Follow the generator cable to a second button and an auxiliary-powered door. Parkour across the crates and gaps before it shuts, then start generator 1. Use the button below to get back to the base.
  3. For generator 2, go ahead and slightly right to the next cable. Crawl through the small hole, ride the lift up, platform to the right and jump the pillars to the generator. Crawl back the same way.
  4. Turn left and climb the stairs to the tower: 0451
  5. Press the red button inside to open the gate. Take the camera on the table opposite before you leave; people often miss it.

2. Bronto chase and the broken bunker keypad

Puzzle menu
  1. Climb the fossil walls and cross the crane route. A cutscene brings the Brontosaurus back: turn round and keep right, sprinting and platforming until you squeeze through a narrow gap.
  2. Grab hanging platforms to lower them (the game calls this displacement) and use them to climb on.
  3. The lift ahead is broken. To the left is a bunker door whose keypad is dead.
  4. Lower more platforms to reach the railing. When it breaks, climb the metal structure, drop right and press the red button to open the gate. At the end, take the parts from the working keypad by that gate.
  5. Go back, repair the bunker keypad and enter 0978 9Puz read 7652 from a work-area monitor labelled “Today’s Door Code”; if 0978 fails, check that screen.
Working keypad beside the second gate, with a highlighted module below the number pad

Salvage the highlighted module from this working keypad by the second gate. Bring the parts back to the bunker before entering a code.

Screenshot: Into Indie Games. Open the image for full size.

3. Beams, three switches and three kill switches

Puzzle menu
  1. The game now adds balancing on narrow beams. Stella calls during this long parkour stretch; the Bronto reappears while you crawl through a tunnel. Wait it out, then keep right through the caverns.
  2. At the outpost: go right up the ladder, right again along the ledges to switch 1, jump left and parkour to switch 2, then left again to switch 3.
  3. The Bronto starts hunting. Talk to Stella: you need three kill switches around the electrified water. Leave the bunker and run right to the first, go left and left again out of the tunnel for the second, then right from there for the third. Sprint here.
  4. Sprint through the tunnel on the right to the narrow passage, climb the rocks on the left and keep going.

4. The big climb, 1677 and the elevator shaft

Puzzle menu
  1. Press the red button after the first parkour section and use the ledges on the left to reach the auxiliary door before it closes.
  2. Climb the tall section, looking up for ledges. At the broken lift, Stella calls and gives you the side-door code: 1677
  3. Descend the shaft on the wooden ledges and yellow bars. On the workshop platform halfway down, take the fuse from the bench next to the red toolbox.
  4. At the bottom, fit the fuse in the power box to the left (timing repair), climb to the lift controls and turn the wheel.
  5. Cross the platforms; when one breaks, crawl underneath it. In the office, press the auxiliary door button and parkour to the door before it shuts.
Workshop platform in the elevator shaft, with red toolboxes above the workbench

Inspect the workshop bench beside the red toolbox before continuing down the shaft. The fuse is on this platform, not at the bottom.

Screenshot: Game_track via 9Puz. Open the image for full size.

5. Gondola key, padlock and the dynamite locker

Puzzle menu
  1. At the padlocked gate, climb the big rock in the middle and follow the high ledges. On the way down, jump into the red gondola on the right to grab the key (cutscene). Pick it up again afterwards.
  2. Follow the ledges to the padlock and open the gate. The Bronto hunts you again near the end: U-turn and keep right until you lose it. Talk to Stella.
  3. In the safe house, open the dynamite locker: 0180
  4. Plant the charge on the wall to the right (hold the interaction), follow the red wire to the plunger and detonate. Carrying dynamite to a door does nothing by itself.

6. The four-dynamite Bronto arena

Puzzle menu
  1. A timed chase follows. Then the Bronto follows you into an arena with a large structure in the middle.
  2. Keep running laps of the outer hallway: three of the four dynamite charges are there. The fourth is behind the structure under the lights.
  3. Plant each one where the red wires and red lights point.
  4. The detonator is where you found the last charge, under the lights. Blow it. Level complete: That’s DINO-mite!

Patch 1.0.9 fixed an invisible collider after the boulders fall in the second Bronto hunt. If you are stuck on nothing here, update the game.

Quick answers

How do I power the foreman’s tower?

Start two generators in the side caverns. Each route starts with a red button that opens a timed “power saver” door; sprint through before it closes, climb to the generator and hold to start it.

The bunker keypad is dead. What do I do?

It needs repair parts. Follow the railing and climbing route, press the red button to open the second gate and salvage the working keypad beside it. Bring the parts back, repair, then enter the code (0978 or 7652, check the work-area monitor).

Where is the fuse in the elevator shaft?

On the workbench of the workshop platform about halfway down the shaft, next to a red toolbox. It is easy to climb past it and reach the bottom without it.

Where is the last dynamite in the arena?

Three are in the outer hallway loop. The fourth is behind the structure under the lights, where the detonator also is. Red wires and red lights mark where each charge goes.

Sources

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