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Terrible Lizards collectibles

Free guide tools, with no account required. Terrible Lizards collectibles: Track 16 amber samples, 24 tapes and 90 notes by chapter. Save a JSON backup; seven note locations remain unknown.

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Amber, tapes and notes · collectible types illustratedEnlarge image
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0 / 130Recorded here

Coverage: Amber 16/16 · Audio tape 24/24 · Note 90/97

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Terrible Lizards collectibles · documented here
ChapterAmberAudio tapeNoteTotal
Chapter 1441220
Chapter 2452332
Chapter 3482739
Chapter 4472839

Numbers follow this guide’s route order, not an official inventory numbering.

130 Recorded here

Chapter 1 · collectibles

20 / 20 shown

Note#01

Letter from Mom

Before leaving the starting car, inspect the passenger seat.

Amber#02

Amber Specimen 01

Entrance hall: climb the Brontosaurus skeleton from its tail.

Note#03

Note from office manager

Reception box office: a desk inside the code-locked office.

Note#04

Letter from Dalton to Elena

Above the box office: beside the tent reached by the ladder.

Note#05

Note from mascot suit guy

Projector room: take the left No Entry door, then the right costume room; check the bench.

Amber#06

Amber Specimen 02

First exhibit: jump from the rotating dinosaur head to the overhead beam.

Audio tape#07

Cheryl: Onboarding

First exhibit: boxes at the far end of the upper path.

Note#08

Dalton Journal Entry: Feb 27 1983

Exhibit upper route: before the wall opening, turn back to the wooden crates.

Audio tape#09

Elena Coolidge: I'm Going to New York

Watering Hole entrance: climb the trees, swing twice, then check behind the box on the right ledge.

Note#10

Note from Security Guard

Exhibit control room opened by the area’s switches.

Note#11

Newspaper

Past the control room: climb the trees, land on the upper path and turn left to the box.

Amber#12

Amber Specimen 03

Token/flashlight room roof: climb the token route, turn back over the tree and hanging frames.

Audio tape#13

Dalton Coolidge: The New Site

After the dark attraction tunnel: enter the workshop on the right; search its rear boxes.

Audio tape#14

Stella Banks: Instructions for Willy

Gift shop hall: counter in the first shop on the right.

Note#15

Dennis Merch Shrinkage

Gift-shop counter area: behind the partitions beside the Instructions for Willy tape.

Note#16

Dalton Jr. Journal Entry: Sick Dennis

Arcade left of the gift-shop entrance: upstairs table.

Note#17

Crumpled Flyer

Gift-shop far-left toilets: go right and inspect a stall wall.

Note#18

Letter from Elena to Dalton

Gift-shop far-right VHS office: one of the desks.

Note#19

Dalton Journal Entry: March 15 1981

Gift-shop basement, in the area where the floodlight fuses are collected.

Amber#20

Amber Specimen 04

Gift shop rafters: take the left branch to the round platform instead of the second power connection.

Chapter 2 · collectibles

32 / 32 shown

Note#01

Comms System Relay Audit

Opening slope: pass the blue box, turn right to the communications machine.

Note#02

Dalton Journal Entry: Feb 3 1986

Opening hub: wooden stairs to the office; desk in its back room.

Note#03

Power Saver Doors

Opening hub: beside the red button introducing timed doors.

Note#04

Bone Vault Records

Through that timed door: left side of the corridor, beside the board.

Audio tape#05

Dalton Coolidge: The "Propaganda"

Opening hub: take the mine tunnel left of the office, then check left at the ramp’s foot.

Amber#06

Amber Specimen 05

Red-button platform: circle behind the stone pillar and use the trunk to reach the sign top.

Note#07

Break Room

Near Amber 05: from the tree-trunk route, use the next trunk and turn right to a chair.

Note#08

Stella's Journal Entry: Special Digsite

Past the generator-powered main gate: crate under the large dinosaur bones.

Note#09

Eyes in the dark

Before the crane-arm swing, detour left over boxes and swing onto the corner platform.

Note#10

Adrenaline Junkie: Hired

After swinging above water, take the next left gap instead of climbing the right platforms; box.

Note#11

Movable Platforms

After the Bronto chase and narrow squeeze: beside wall-mounted tools in the next room.

Audio tape#12

DES Site Managers: Inner Circle Discussion

Empty lift-shaft room: a box on the right after crossing the hanging platform.

Note#13

Digsite Report

At the large metal door, enter the equipment cave on the left; left-hand table.

Amber#14

Amber Specimen 06

Hanging metal walkway: loop over the upper ramp, drop back, then enter the box-blocked side cave.

Note#15

Goo?

After the electrified-water beams, check the wooden walkway below the bright cave with swing poles.

Note#16

Outpost Report

At the Stella communications stop: table to the left of the communications machine.

Note#17

Stella's Journal Entry: Jan 10 1989

Outpost with a Paleo Pal ahead: table in the lit workstation on the right.

Audio tape#18

Crewmen: Campfire Fun

Paleo Pal outpost: after the crawlspace detour, check blue barrels through the newly open door.

Note#19

Note Left Behind

Room of tall pillars and narrow beams: descend the right wooden ramp, then enter the left cave.

Note#20

Flooding?

After the hanging-beam climb, pass the boxes on the right into the small cave.

Note#21

Note from The Broker to Dalton

Large open worksite: right wooden ladder, then climb via the communications machine onto the roof and enter its hole.

Note#22

Dalton Jr. Journal Entry: Mama's Gone

Beyond the hanging-metal-box swing room, look below the next swing for a bed under pallets.

Amber#23

Amber Specimen 07

Large shaft descent: after the tilted barrel platform, follow wall blocks left into a small cave.

Audio tape#24

Dalton Coolidge: Selling the Fossils

Bottom of the large shaft: inside the wooden structure on the right.

Note#25

Gondola Hater

Wooden shaft structure: reach level two, climb the short ladder, then go left over a box and through the gap.

Note#26

Dalton Jr. Journal Entry: DJ's thoughts

After breaking the door from a swinging platform: middle table in the room where the small creature runs away.

Note#27

Willy's message

After the later Bronto encounter: climb the stopped conveyor and stairs into the left building; table.

Audio tape#28

The Broker: Take Warning

Beyond the stopped conveyor and stairs: rear room of the office containing Willy’s message.

Note#29

Adrenaline Junkie: The End

Beyond that office timed door, slide down and go left across the gap; stone pillar behind the red-lit hanging plank.

Note#30

The Other Digsite

Later Stella call area: table underneath the wooden structure.

Note#31

The Alpha Digsite

Above The Other Digsite: circle the central rock pillar and climb to the dinosaur bones.

Amber#32

Amber Specimen 08

Gondola cavern: climb the box on the left to the cable-support structure.

Chapter 3 · collectibles

39 / 39 shown

Note#01

Water Issues

Chapter entrance: table in the fenced area on the left.

Note#02

Evacuation Notice at Site 4B

Early worksite: inspect the area where the new-dinosaur cutscene begins.

Audio tape#03

Dalton Coolidge: The Quota

First worksite after Stella’s call: inside the tall building across the area.

Amber#04

Amber Specimen 09

First worksite: metal framework right of the tall building with The Quota tape.

Audio tape#05

Crewmen: Birds vs Lizards

At the ladder top, follow the conveyor left and crawl beneath the red light.

Note#06

Substance Field Report: Elastic

First bounce-goo area: table among the lab equipment on the right.

Note#07

Memo to DC

Beyond the first bounce platforms: table near equipment and a dinosaur billboard.

Audio tape#08

Connor McDonald: Is This a Good Idea?

After the first bounce-goo section: right-hand locker by the equipment and dinosaur billboard.

Note#09

Fishing in the caves

After the first goo-bounce worksite, drop right before the water crossing toward the boxes and barrels.

Note#10

PROMOTED! ...Oh wait.

After the timed door and upward goo bounce: go around the boxes on the left.

Note#11

The auditor

Train-and-goo area: move the train front, bounce across and climb over the blue boxes on the right.

Note#12

Motherlode Discovery

At the next train: table below the platform with metal stairs.

Note#13

A note from The Broker

Power-restoration worksite: climb to the tall building on metal beams; small rear room.

Note#14

Dalton's memo to the digsite

Immediately through the metal doorway opened with dynamite, straight ahead.

Audio tape#15

Jacob Hewitt: I See It

Past the steaming pipes: climb the metal stairs and check the top landing.

Note#16

A letter home

After powering the train and crossing the upper catwalks: top floor of the red building.

Note#17

Hastily written note

Red-lit tunnel left of the two buildings beyond the train-area catwalks; on the ground.

Note#18

We're on the menu

Overturned box along the path branching right beside the red-lit tunnel.

Note#19

The Allo has rules

After the first Allo escape and wooden-floor drop: look down toward the wooden box.

Note#20

Water never plays nice, does it?

After the second Allo escape, squeeze through the small hole; table immediately left.

Note#21

Substance Expansion

After the flooding chase: one of the boxes on the right.

Note#22

Best way to go

Beyond the stream jump, turn right and drop beneath the red billboard.

Note#23

Substance Field Report: Adhesion

After the red-lit hanging wall: table on the right when the wallrunning objective appears.

Audio tape#24

James Cook: A Message Home

Wallrun tutorial area: opposite end of the tables from the Adhesion report.

Amber#25

Amber Specimen 10

Train-cart area: cross the left tracks; look into the tunnel left of the last track.

Note#26

Trains

Past the train-cart tunnel: toolbox immediately left of its exit.

Note#27

Dalton's Journal Entry: Paranoid

From the Trains note’s toolbox, descend the stairs on the right and follow the metal catwalk to its end.

Note#28

Site Phoenix

Gate-key building: small back room in the same building as the key.

Audio tape#29

Mark & Leonard: Where does the goo go?

Near the key building: box beside the train in the left tunnel.

Amber#30

Amber Specimen 11

Freight containers: wallrun right of the goo tape, catch the panel, then turn onto the red container.

Note#31

The optimist

After blasting the next metal door: crate left of the generator.

Note#32

No more music

Past the broken metal bridge: from the yellow-cloth ledge, pass the generator and boxes inside the wooden structure.

Note#33

Dalton's letter goodbye

Past Dalton’s belongings: cave with a flashing light and blood trail; turn left.

Note#34

Demon Cave Monsters

Large power-restoration cavern: fenced fog-light enclosure at the far end.

Note#35

Motherlode Mobilization

From that enclosure, climb boxes to the roof; take the left wallrun to the fusebox platform and table.

Audio tape#36

Crewmen: Worksite Attack

Large rail cavern: inside the ruined building opposite the metal tower.

Amber#37

Amber Specimen 12

Outside the ruined building: cross the containers and wallrun to the container ahead.

Note#38

Motherlode Blasting

Large metal structure near the cavern entrance: go downstairs instead of up; box.

Audio tape#39

Dalton Coolidge: The Motherlobe

Beyond the sloped-roof building: table beside a generator.

Chapter 4 · collectibles

39 / 39 shown

Note#01

It's everywhere

After the opening chase: wooden planks on the left.

Amber#02

Amber Specimen 13

After the opening chase: use the left platform to reach the pillar in the path.

Note#03

Dr. Jane Hicks: Research Report

First tent area beyond Amber 13: first tent on the left.

Note#04

Missing man

Same early tent camp: tent left of the projector.

Audio tape#05

Commander Ridgewater: Expedition Setup

First tent camp: follow the yellow-lit path straight ahead to its end.

Note#06

Been through it

Counterweight mechanism: table beside its release button.

Note#07

Hybrid survivor

Generator beside stepped platforms: take the hole on the right, climb left on the far side and look below.

Audio tape#08

Lt. Maxwell: After Action Report

Generator and side-hole area: from the Hybrid survivor note, climb back up and turn left to the boxes.

Note#09

Tommy Guns

Small camp on the main path where the tommy gun is picked up.

Note#10

Shooting at ghosts

Immediately right after sliding down beyond that gun camp.

Note#11

Sustained volume of Fire

After meeting the boy, swing to the right; the note is on the right-hand route.

Note#12

Hunting Commies

Gun-search arena: upstairs outside the pickup room, by the video setup; box.

Note#13

Soldier's letter home

Camp after the next chase: tent on the right.

Audio tape#14

Commander Ridgewater: The Special Light Spectrum

Camp after the gun encounter and chase: search its left side.

Amber#15

Amber Specimen 14

Past that camp: bounce across the red gap, swing over two yellow poles, then check the hole left of landing.

Note#16

Missing fossils

Beyond a later goo bounce: table in the tent on the right.

Note#17

Dinosaurs!?!?

Immediately beyond the tight crawl tunnel: behind the sandbags.

Note#18

Patriotism

Large car-and-tent camp: inside the car on the wooden ramp.

Note#19

Sitewide Memo

Tent left of the car containing Patriotism.

Note#20

Don't eat it

Next tent beyond the Sitewide Memo tent.

Note#21

Evacuation plans

Large crew-lift camp: table beside the tall lift shaft.

Audio tape#22

Jim & Bob: The Key

Crew-lift camp: circle left around the fenced center, go up the ramp and check the covered tables.

Note#23

It's Commander Ridgewater

Upper camp area with The Key tape: tent at the far end.

Note#24

Personnel clash

Back down the upper ramp, turn left toward the tents; table under a shelter.

Note#25

Material analysis

Corner tent right of the sheltered tables; reach its entrance from the other side.

Note#26

The special light

Crew-lift camp: tent corner where you speak to DJ inside the fenced center.

Note#27

Uh oh

Circle the central fence counterclockwise; tent left of the first objective switch.

Amber#28

Amber Specimen 15

Behind the tent by the first objective switch: wallrun, catch the pole and swing to the right platform.

Note#29

A mutiny

Cavern A: after climbing the wall, turn left to a table under a small tent.

Note#30

To-do list

Cavern A: table beside the dynamite.

Audio tape#31

Dr. Fellows: Troop Movement Observations

Cavern B entrance: stay on the lowest path; crate at its far end.

Note#32

Mission orders

Cavern B opening climb: corner of the third wooden platform.

Audio tape#33

Tony Marino: Burned Body

Cavern B goo spires: lower floor, wooden crate past the spires on the right.

Note#34

We need the lights!

Cavern B goo-spire climb: tent reached after the left-side wallrun.

Amber#35

Amber Specimen 16

Cavern B upper climb: after two hanging wallrun boards, look right before the glowing-plant passage.

Note#36

Fellows' last words

Beside the crew-lift keys at the top of Cavern B.

Note#37

Murderer in the camps?

After the key-return chase: pass through the goo strands on the left; small box.

Audio tape#38

Dr. Crane: A Request

After the cliff kick: turn around into the tent on the left.

Note#39

Ground Zero

Cliffside tent: beside the Dr. Crane tape after the dinosaur is kicked away.

Check an apparent missing item

Undo the filters before assuming a gap

Chapter, type, search and Only missing all apply together. If a named item disappears, clear the search, then check the chapter and type. A checked item remains hidden while Only missing is active. Clear all filters to distinguish a hidden entry from an undocumented location.

Match the label and landmark

Compare the retained item name with its hint and attached source. The displayed order is this guide’s route order, not a verified official inventory number. An unfamiliar note is not automatically one of the seven unknown locations. Keep the 90 documented notes separate from the third-party target of 97.

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Use CSV to review or share your recorded collection in a spreadsheet. Use JSON when moving the tool record to another browser or address: only JSON can be imported. Keep the original before replacing progress. The JSON importer accepts files up to 1,000,000 bytes; neither file is a game save.

Player questions

Terrible Lizards collectibles

What makes up the 130 collectibles in this tracker?

The current dataset contains 16 amber samples, 24 audio tapes and 90 named notes from published location research. The progress denominator counts documented entries here, not every possible item or achievement in the game.

Why does note coverage say 90/97?

Ninety note locations are documented. A third-party guide reports 97 in total but still has seven unlocated notes. The missing seven are disclosed separately; reaching 130 checked entries here is not a claim of complete in-game collection.

How do I find one item or only the items I missed?

Combine chapter and item-type filters, then search by the published item name, room or clue. Enable Only missing to hide checked entries. Open a hint for its location and source; clear filters to restore the full list.

Does restarting a chapter reset this checklist?

No. Starting again through the game’s Level Select does not update this independent browser record. Uncheck an item manually if you want to revisit it. The website’s reset requires confirmation and does not reset your game.

Why do item titles stay in the source language?

Published item labels are retained so you can match the research and distinguish similar notes. Locations, controls and explanations are localized in nine languages. The guide does not claim that every label matches each platform’s official in-game translation.

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