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Terrible Lizards chapter 3 walkthrough

Free guide tools, with no account required. Terrible Lizards chapter 3 walkthrough: Follow 16 sourced steps through bounce goo, train power, wallrunning, the Shed key and the four-fuse exit.

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Chapter 3Not started

Use the bounce-goo route

01

Before you start

You have washed into the next digsite and spoken to Stella.

02What to doA nudge in the right direction

Climb past the tower and machinery. Run and jump from yellow bounce goo toward the upper landing. Later, press the red button to expose the timed goo and bounce before it retracts.

03What should happenReveal the solution

You reach the larger train worksite.

Still stuck?

Plan the route before activating the control. If the timed opening or goo retracts, return to its button and trigger it again.

Player questions

Terrible Lizards chapter 3 walkthrough

Why does the yellow bounce goo disappear before I reach it?

One later goo section is timed: the red button exposes it only temporarily. Identify the landing before pressing the button, then run and jump from the goo toward the upper route. If it retracts, return to the button and trigger it again rather than jumping at the inactive surface.

What is the order for powering and moving the train?

Pull the exterior lever beside the control-room door, then press the red button inside to break open the dynamite locker below. Blast the blocked metal doorway with its charge and plunger. Start the generator beyond it, return to the train controls and activate the powered machinery.

Can I stop the Allo by staring at it throughout the hunt?

Facing the Allo pauses it only briefly; prolonged staring makes it angry. Use that pause to move toward the next rock slit or turn, following escape markings and gaps too narrow for its body. Plan the next gap before leaving safety, and do not treat staring as a permanent freeze.

Why will the hanging freight platforms not move into place?

Use the freight-office key at the work gate, repair the fusebox just inside, and start the yellow generator up the stairs and cable route. Then operate both controls: the upper red button moves the first platform, and the lower scaffold’s red button brings the second. Power alone does not position both.

Where are the four cavern fuses and the Shed key?

The fuses are at the generator’s lit green bench, the low office, the upper wooden office and the locked shed. Climb near the Call It In sign, cross bars and goo panels, and take Shed from the upper key cabinet. Return to ground level and follow the tracks to unlock the shed.

I fitted four fuses. Why is the Motherlode route still closed?

Fit all four in the single central panel beside the bright floodlights, check four green indicators and generator power, then operate the large control console. Patch 1.0.9 mentions a second-Allo-hunt fuse fix; that note does not establish that an existing save has been repaired.

How do I leave the Motherlode area for the blue caves?

After opening the four-fuse route, continue along the Motherlode climb and outpost path. Climb the tower’s exterior to its control room and use the red console. That control opens the descent into the blue caves, where Chapter Four begins; reaching the tower base alone is not the final step.

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