The real Terrible Lizards secrets: 16 amber, hidden notes, four stuffed animals, Paleo Pal talk boxes, New Game Plus modifiers and the ending teases.
Terrible Lizards Secrets: 7 Things You Probably Missed
Quick answer: Terrible Lizards has no cheat codes, no developer console and no secret ending. Its real secrets are the optional collectibles: 16 amber samples, audio tapes and notes, four stuffed animals, the Paleo Pal talk boxes, the New Game Plus modifiers and the small story details that point at what happened to Dennis.
That is a less exciting answer than a code list, but it is the accurate one. The game is a linear horror parkour story, and its hidden content is environmental rather than unlockable. This page covers the secrets that exist and the ones that do not.

The seven real secrets
| Secret | What it is | Why it is easy to miss |
|---|---|---|
| 1. Amber samples | 16 total, four per New Game Plus modifier | Often behind one-way drops |
| 2. Audio tapes | Story recordings | Small and easy to walk past |
| 3. Notes | Lore documents, including 24 in Chapter 2 | Tucked into side rooms |
| 4. Stuffed animals | Four toys placed on bases | Need to be returned, not just found |
| 5. Paleo Pal talk boxes | Four museum interactions | Optional, and the chase pushes you past |
| 6. NG+ modifiers | Four unlocks from the amber sets | Only visible after finishing |
| 7. Ending details | Dennis, Stella's car and the DJ | Easy to miss in the final scene |
1. The 16 amber samples
Amber is the main collectible set. There are 16 samples, and every fourth one unlocks a New Game Plus modifier. That means the full set gives you four modifiers, not sixteen separate bonuses.
The samples are placed along the critical path but often behind optional ledges or one-way drops. Chapter 2 is the most common chapter for a missed sample because the gondola section moves you forward before you can backtrack. The collectibles guide has the chapter-by-chapter sweep.
2. Audio tapes
The tapes are the closest thing to a traditional audio log. They fill in the history of Dalton's Dinos and the people who worked there. They are not required for the ending, but they are the main reason the park feels like a real place rather than a set.
Listen for them in offices, staff areas and the museum. If a room has a desk or a shelf, check it before you move on.
3. Notes and the Chapter 2 side rooms
Notes are the written lore collectible. Chapter 2 alone has 24, which makes it the densest chapter for reading. The exact global total is not published in-game, so completionists should treat the chapter count as a checklist rather than a full number.
One commonly missed note is the middle Adrenaline Junkie entry, which sits in a hole above the exit of the balance-beam tunnel. If you drop out of the tunnel without looking up, you will miss it.
4. The four stuffed animals
Four stuffed animals are hidden around the park. Finding them is only half the secret: they need to be placed on their matching bases. Doing that unlocks the You Go Here achievement.
The toys are not a hidden ending. They are a self-contained collectible chain. The achievements guide lists the achievement and the other optional goals.
5. The Paleo Pal talk boxes
The Chapter 1 museum has four dinosaur suits, and each one has a talk box. Interacting with all four unlocks the Paleo Pal Review achievement. The characters are Benji, Alistair, Stephanie and Dennis.
This is the most commonly missed achievement because the museum is calm and the chase that follows is not. Players who rush the chapter often walk past the boxes. Pterry has no suit, so there is no fifth box to find. The Paleo Pals guide covers each location.
The Chapter 1 museum is the safest stretch of the game. Interact with every suit before you trigger the next scripted sequence, and you will not need a chapter replay for one missed box.
6. New Game Plus modifiers
Finishing the game unlocks New Game Plus. The four amber sets unlock four modifiers, and each one changes the run rather than just adding a cosmetic. The New Game Plus guide explains what each modifier does and which ones are worth enabling.
The modifiers are the closest thing to a "secret mode" in Terrible Lizards. They are not hidden behind a code; they are earned by collecting.
7. The ending details
The finale leaves several details deliberately unresolved. Dennis follows Jordan up the lift and is struck down, but no body is shown. DJ survives and sees Stella's car, calling it "Auntie Stella's car". There is no epilogue and no post-credits scene.
Those details are easy to miss because the sequence is fast and the camera is focused on the escape. They are also the source of most fan theories. The ending explained guide separates what the game confirms from what it only implies.
Secrets that are not real
A few claims circulate that the game does not support:
- No cheat codes. There is no code entry screen, no console and no redeem menu.
- No secret ending. The game has one ending. The stuffed animals and the Paleo Pals do not branch it.
- No playable Dennis. Dennis is a story creature, not a playable character.
- No hidden boss. The creatures are pursuers, not boss fights with health bars.
- No multiplayer secret. The game is single-player only.
If a page promises a code that unlocks a dinosaur, it is not describing the retail game. The multiplayer guide covers the single-player structure, and the achievements guide is the reliable list of what can actually be unlocked.
How to plan a secrets run
- Chapter 1: sweep the museum for the four Paleo Pal boxes.
- Chapter 2: check every side room and the balance-beam tunnel for notes; grab the amber before the gondola.
- Chapter 3: take the optional vertical routes for amber and tapes.
- Chapter 4: search the final area before the lift sequence.
- After the credits: start New Game Plus and enable the modifiers you have unlocked.
Chapter select makes cleanup easier, but it does not fix a missed one-way collectible in the current run. The walkthrough hub links every chapter if you want to plan the sweep from the start.
FAQ
Are there cheat codes in Terrible Lizards? No. There is no code system.
Is there a secret ending? No. The game has one ending, and the collectibles do not change it.
What is the rarest secret?
The full collectible set and the Hoarder achievement have very low unlock rates, but they are not mechanically hidden.
Do collectibles carry into New Game Plus? Yes. The game tracks them across runs, which makes a second sweep easier.
Can I get every secret in one run? Yes, if you sweep each chapter before the one-way drops. Most players need a second run for the notes.
Bottom line
The secrets in Terrible Lizards are not codes or hidden modes. They are the park's history: the amber, the tapes, the notes, the toys and the four museum characters. Finding them is a route discipline problem, and the game rewards players who look up before they drop down.
Start with the collectibles guide for the full sweep, then use the achievements guide to see what the last 0.1% requires. The wiki home has the rest of the guide index.
Official source: Terrible Lizards on Steam — confirms the collectible tapes, notes and recordings.
Official source: PlayStation Blog developer interview — background on the park and creature design.
Patch tracking: Steam news for Terrible Lizards — official updates and fixes.
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.
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.
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.
