Every collectible set in Terrible Lizards: 16 amber samples, audio tapes, notes, stuffed animals and the Chapter 2 note that most players miss.
Terrible Lizards Collectibles
Terrible Lizards tracks four collectible sets: amber samples, audio tapes, notes and stuffed animals. Each set has its own achievement, and the amber samples also unlock New Game Plus modifiers. The completion rates are among the lowest on Steam, which tells you two things: the sets are easy to miss, and most players finish the story without sweeping the levels.
This page explains what each set does, where the difficult ones are and how to plan a collection run. It avoids claiming exact totals for sets the game does not document clearly; the numbers below are the ones the achievements and the game's own counters use.
Official source: Terrible Lizards on Steam — store page and achievement list.
The four sets
| Set | Achievement | What it does |
|---|---|---|
| Amber samples | Bingo, Dino DNA | 16 samples; every fourth unlocks an NG+ modifier |
| Audio tapes | Audiophile | Story context, mostly Dalton and park staff |
| Notes | Pterry's Scrapbook | Lore, margin doodles and puzzle hints |
| Stuffed animals | You Go Here | Four plushies placed on pedestals |
There is also a meta-achievement, "Hoarder," for finding every collectible in the game. It is the rarest achievement in the set, which is expected: it requires all four categories.
On Steam, the amber and tape achievements sit around 0.2–0.3% of players, and the note and full-collection achievements around 0.1%. That is not because the collectibles are hidden well; it is because the game does not pause for a collection pass and many are behind one-way drops.
Amber samples
Amber is the most important set. There are 16 samples, and every fourth one unlocks a New Game Plus modifier. That means four modifiers are tied to collection progress, and you need all 16 to unlock all four.
The samples are spread across all four chapters. They are usually off the main route: behind a ledge, on a catwalk above a room, in a side corridor that the story does not require. They glow, but the glow is subtle in the darker caves, and the game's yellow traversal paint does not always point at them.
The Chapter 2 amber is the most commonly missed. The chapter's vertical routes hide samples above the main path, and the gondola section has one that requires a backtrack after the cable car moves. The Chapter 2 walkthrough marks the routes.
Audio tapes
The tapes are the story set. They contain Dalton's recordings, park staff memos and the occasional piece of evidence that reframes an earlier scene. Two named tapes are "Campfire" and "Birds vs. Dinosaurs."
The tapes are not required for the ending, but they are the best writing in the game. If you only collect one set, collect this one. The story explained page uses the tapes as its main source.
Notes
Notes are the largest set and the easiest to lose track of. They include staff notes, family letters and margin doodles by the park's artist. Some notes are puzzle hints; most are atmosphere.
Chapter 2 has 24 notes, and the community's most common blocker is a single entry in the "Adrenaline Junkie" series: the middle entry, hidden above the hole right after the balance-beam tunnel exit. If you are stuck at 23/24, that is almost certainly the one.
Many notes sit on ledges that you cannot climb back to. If a room has a one-way drop, clear the upper level before you take it. The game does not warn you, and the checkpoint will not restore the collectible.
Stuffed animals
There are four stuffed animals, and each one goes on a pedestal. Placing all four unlocks "You Go Here." The plushies are tied to the Paleo Pals and to DJ's room, and they are the closest thing the game has to a secret.
The stuffed animals are not an alternate ending. They add a small optional scene and an achievement. The ending explained page covers that distinction.
Planning a collection run
The most efficient approach is to finish the story first and collect on a second run with New Game Plus modifiers. The modifiers change movement enough to make some routes easier (low gravity) and some harder (slippery surfaces), so the second run is not a straight upgrade.
If you want to collect on the first run, follow these rules:
- Clear the upper level first. One-way drops are the main source of missed collectibles.
- Check the ceiling. Amber and notes are often above the camera's default angle.
- Backtrack after scripted events. The gondola and the drawbridge change access.
- Do not chase collectibles during a chase. The game respawns you at the checkpoint, not at the collectible.
The achievements page lists the unlock conditions and the current global percentages. The New Game Plus page explains what the amber modifiers do.
Sources

FAQ
How many amber samples are there? 16. Every fourth unlocks a New Game Plus modifier.
How many notes are there? The game tracks a single notes achievement; Chapter 2 alone has 24. The exact global total is not published in-game.
Are collectibles missable? Yes, temporarily. Most are behind one-way drops or scripted events. Chapter select and New Game Plus let you go back.
Do collectibles change the ending? No. They add lore and modifiers, not a new ending.
What is the rarest collectible achievement? "Hoarder," for finding everything. The individual note and amber achievements are also around 0.1–0.2%.
Do I need them for the platinum or 1000G? Yes, if you are going for full completion. The achievements page covers the full list and the DBD crossover rewards.
Collecting in Terrible Lizards is a route discipline, not a treasure hunt. The items are visible once you know to look up, and the only real traps are the drops you take too early. The walkthrough hub links every chapter if you want to plan a sweep from the start.
More Terrible Lizards Guides
Chapter 3 of Terrible Lizards: the flooded electrical rooms, all four fuse circuits, Allosaurus arena hunts and the black biomass, explained.
Chapter 4 of Terrible Lizards: the Crew Lift key in Cavern B, the final Dennis chase, the moving-structure climb and how to reach the ending.
Every major character in Terrible Lizards: Jordan, Stella, Dalton, Elena, DJ and Dr. Fellows, plus the four Paleo Pals mascots and their species.
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.
How long Terrible Lizards takes: 6 to 10 hours for the story, 10 to 12 for completion, chapter-by-chapter estimates and what makes runs longer.
The Hybrid in Terrible Lizards: RJ Palmer's Dilophosaurus-human design, the coral ribcage, its encounters and how to survive the stalker.
