Chapter 2 of Terrible Lizards: mining outposts, the gondola, the Lake Cave and both Bronto boulder pursuits, plus the 24-note checklist.
Terrible Lizards Chapter 2 Walkthrough
Chapter 2 is where Terrible Lizards stops being a haunted building and becomes a survival platformer. The chapter runs through the mining outposts above the cave, the gondola cable car and the Lake Cave, and it is the first time the Bronto is allowed to share the level with you instead of appearing in a scripted set piece.
This route is spoiler-light for the story and detailed on the platforming. It follows the critical path first, then lists the collectible cleanup that is worth doing before you leave. If you have not read the parkour basics, start with the walkthrough hub; Chapter 2 assumes you already understand wall runs, slides and ledge grabs.
Official source: Terrible Lizards on Steam — the store description establishes the parkour move set: run, jump, climb, wall run, bounce and slide, with no weapons.
What Chapter 2 asks of you
The chapter has three environments and two pursuits. The outposts are vertical and narrow. The gondola is a linear traversal section with nowhere to hide. The Lake Cave is dark, wet and built around sightlines. The Bronto appears twice as a boulder-rolling pursuit, and both sequences use the same rule: keep moving along raised geometry and never commit to a ground-level straight line.
The chapter also introduces the first real collectible load. There are 24 notes in Chapter 2, more than any other chapter, and several sit in side rooms that close behind you once you cross a checkpoint. The game does not warn you before a point of no return.
The middle "Adrenaline Junkie" note sits above the hole immediately after the balance-beam tunnel exit. It is easy to walk past because the camera is pointed at the drop. Look up and climb before you continue; this is the single most common reason players finish Chapter 2 with 23 of 24 notes.
Mining outposts
The outposts are the first section and the best place to practice the chapter's rhythm. The route climbs through wooden platforms, ore chutes and exterior walkways. Yellow paint marks the intended path, but the outposts are open enough that a confident player can skip sections by wall-running along the exterior.
Three rules keep the section clean:
- Climb before you sprint. Most dead ends in the outposts are ground-level rooms with a ladder or wall-run above them. Look up when a path stops.
- Treat ore chutes as one-way. Some chutes drop you into the next area and cannot be climbed back. If you see a note below a chute, take the note before sliding.
- Keep the Bronto's silhouette in view. The creature is slow until it is not. If you can see it, you can plan a wall run; if you cannot, you are already in the pursuit.
The first boulder pursuit begins when you cross the upper gantry. The Bronto rolls boulders down the slope behind you. The sequence is not a race to the bottom; it is a chain of wall runs with short ground sprints between them. Stay on the raised side of the path, take the yellow-marked wall runs as they appear, and do not stop to look back. The boulders destroy cover, so hiding behind a crate is not a solution.

The gondola cable car
The gondola is the chapter's change of pace. You ride a cable car across a gap, then the car stops and you have to continue on the cable structure itself. The section is linear, but it is the first place where the game asks you to judge distance without a floor.
Wait for the car to settle before you step onto the roof. The cable housing is a narrow walkway with gaps where the wheels run. Use the housing, not the cable itself; the cable is not a walkable surface even though it looks like one. When the car starts moving again, the safest position is flat on the roof, centered, with the next platform in view.
The gondola ends at the Lake Cave entrance. There is no collectible on the cable structure itself, so if you are missing a note, it is not here. Sweep the far station before you enter the cave: the chapter's side rooms are easy to leave behind once the route commits to the Lake Cave.
Lake Cave
The Lake Cave is the chapter's centrepiece and the closest the game gets to pure horror pacing. The cave is dark, the water is shallow enough to wade but deep enough to slow you, and the Bronto's second pursuit happens in the middle of it. Bioluminescent patches on the walls give you just enough light to read the route.
The cave reads as two routes. The low route follows the water and is the easiest to navigate but the most exposed. The high route uses wooden scaffolding and wall-run panels along the cave wall; it is slower to read but keeps you out of the water and above the slope the boulders travel down.
For the second pursuit, commit to the upper ledges early. If you stay low, the boulders force you into the water, and the water slows you enough that the next boulder catches you. The wall-run sections are marked with pale paint that catches the bioluminescence. Do not try to outrun the Bronto on the ground; get above it and keep moving until the cave opens.
There are several amber samples in the cave, and every fourth sample unlocks a New Game Plus modifier. If you are already planning a second run, collect amber on the first pass rather than backtracking later. The collectibles page explains how the four-sample threshold works.
Cleanup before Chapter 3
Once the cave opens into the next area, Chapter 2 is effectively over. Before you take the transition, finish these checks:
- 24 notes. The counter is visible in the pause menu. The Adrenaline Junkie entry above the balance-beam hole is the usual miss.
- Paleo Pal boxes. If you skipped any in Chapter 1, the museum is no longer accessible on this run; the achievement remains obtainable through New Game Plus.
- Amber. Chapter 2 has enough samples to push you past the first modifier threshold if you also found the Chapter 1 samples.
If you are short on notes, the collectibles page lists the known problem spots. The achievement guide shows the global completion rate for the full note set, which is 0.1 percent, so do not assume a missing note is bugged just because the counter looks stuck.
Chapter 2 difficulty check
If Chapter 2 felt brutal, Chapter 3 will feel worse in a different way. The flooded rooms remove your margin for error, and the Allosaurus closes lanes faster than the Bronto. The Chapter 3 walkthrough covers the fuse circuits and the arena exits.
If the Bronto pursuits specifically are the problem, the Brontosaurus file explains its roaming behaviour and the difference between the open-world appearance and the scripted boulder sequences. The bosses page also reframes these encounters: there are no health bars, so "beating" a creature means surviving its route, not damaging it.
Chapter 2 is the longest chapter in the game and the one most players remember. It is also the chapter that gives you the tools for the rest of the run. Once the gondola and the Lake Cave are behind you, the game stops teaching and starts testing.
FAQ
How long is Chapter 2? Two to three hours for most players, making it the longest chapter.
What is the hardest section? The second Bronto boulder pursuit in the Lake Cave, because the low route floods and the high route requires timed wall runs.
Can you miss collectibles in Chapter 2? Yes. Some notes and amber sit above one-way drops. Clear the upper level before descending.
Sources
More Terrible Lizards Guides
How the Allosaurus works in Terrible Lizards: arena hunts, charge timing, vertical escapes and why the Allo is the game's purest pressure encounter.
Terrible Lizards has no health bars. These are the real boss encounters: the Hybrid, Allo, Bronto, Pterry and the final Dennis chase, with survival notes.
The Bronto in Terrible Lizards: how the roaming Brontosaurus works, how to survive both boulder pursuits, and why it was the hardest creature to build.
Every major character in Terrible Lizards: Jordan, Stella, Dalton, Elena, DJ and Dr. Fellows, plus the four Paleo Pals mascots and their species.
Every collectible set in Terrible Lizards: 16 amber samples, audio tapes, notes, stuffed animals and the Chapter 2 note that most players miss.
The Terrible Lizards demo has two parts: a story section and a gameplay section. What it covers, where to get it and what carries over.
Who is Dennis in Terrible Lizards? The mascot suit, the entity under Dalton's Dinos, DJ's imaginary friend and the evidence behind the main theory.
What happens at the end of Terrible Lizards: DJ, Dennis, the Crew Lift, Stella's car and the questions the game leaves open. Full spoilers.
