Terrible Lizards Achievements Guide: All 15 Trophies
All 15 Terrible Lizards achievements, their Steam unlock rates, and the fastest order to clear the story, collectibles, and the missable-feeling ones.
Terrible Lizards has 15 achievements worth 1,000 Gamerscore on Xbox. The list is split into three groups: story progress, collectibles, and small interactions that are easy to walk past. None of them require a second playthrough, but several require you to slow down.
The rarest achievements are the collectible completions. The Steam global rates tell the story: the first story achievement is unlocked by 96.7% of players, while the full note collection sits at 0.1%. That gap is not because the notes are hard to find; it is because most players finish the story and move on.

Finish the story first, then use level select to clean up the collectibles. The only achievements that can feel missable are the four stuffed animals, because dying resets the carry. Everything else can be replayed. The full list takes about 10 to 12 hours.
The full achievement list
| Achievement | Description | Points | Steam % |
|---|---|---|---|
| Welcome to Dalton's Dinos | Enter the Dinosaur roadside attraction | 20 | 96.7% |
| Welcome to the Underground | Finish Level 1 | 30 | 76.7% |
| That's DINO-mite! | Finish Level 2 | 50 | 50.5% |
| Slime-o-saurus | Finish Level 3 | 75 | 27.8% |
| Finally | Finish Level 4 | 150 | 23.1% |
| Bingo, Dino DNA | Find all the amber samples | 75 | 0.2% |
| Audiophile | Find all the audio tapes | 75 | 0.3% |
| Pterry's Scrapbook | Find all the notes | 75 | 0.1% |
| Hoarder | Find all collectibles | 150 | 0.1% |
| You Go Here | Place all the stuffed animals | 150 | 0.1% |
| How was the fall? | Die from fall damage | 20 | 88.4% |
| Join Us for a Bite | A dinosaur ate you | 20 | 63.4% |
| Kick the Rock | Kick the Rock | 30 | 48.9% |
| Globe-fetti | Spin the globe | 30 | 27.2% |
| Paleo Pal Review | Interact with each Paleo Pal character's talk box | 50 | 58.6% |
The percentages are Steam global unlocks from November 1, 2026. They will rise as more players finish the game.
Story achievements
The four chapter completions are unavoidable. You get them by finishing Chapters 1 through 4, plus the opening achievement for entering the attraction. There is no way to miss them, and no difficulty requirement.
The only story achievement that can be delayed is Finally. It unlocks when you finish Chapter 4, which requires the full crew lift sequence. If you are stuck on the ascent, the Chapter 4 walkthrough covers the route.
The easy interaction achievements
Three achievements are one-input jokes:
- Kick the Rock. In Chapter 2, after the crane swing, take the left cave and kick the rock. The prompt is easy to miss because the rock looks like scenery.
- Globe-fetti. In Chapter 1, spin the globe in the Watering Hole exhibit. The globe is on the main path, but the prompt only appears when you are close.
- Paleo Pal Review. Interact with each Paleo Pal character's talk box. The mascots are Benji, Pterry, Dennis, Alistair, and Stephanie. The achievement tracks the talk boxes, not the statues, so press the prompt at each one.
Two more are death-based:
- How was the fall? Die from fall damage. You will probably get this by accident in Chapter 2 or 3.
- Join Us for a Bite. Get eaten by a dinosaur. The first Brontosaurus chase is the easiest place to do it deliberately.
These are not missable. You can replay a chapter and trigger them.
The collectible achievements
The collectible set is the long tail of the list. There are five achievements:
- Bingo, Dino DNA — all 16 amber samples.
- Audiophile — all 24 audio tapes.
- Pterry's Scrapbook — all 97 notes.
- Hoarder — all collectibles.
- You Go Here — place all four stuffed animals.
The counts are large, and the notes are the hardest to complete. A community guide was still missing seven notes at the time of writing, which suggests the last few are well hidden. The collectibles guide covers the category totals and the confirmed spots.
The stuffed animals are the only collectibles with a failure state. You can carry one per chapter, and dying resets the carry. The pedestals are near the end of each chapter. If you are dying a lot, wait until you know the route, then carry the animal.
The fastest completion order
- Play the story normally. Do not hunt notes on the first run. Pick up amber and tapes when they are on your path.
- Finish Chapter 4. This unlocks level select and New Game Plus.
- Replay each chapter for the stuffed animal. Do this on a lower-stress run, after you know the route. Place each animal at its pedestal.
- Clean up amber and tapes. These are the most valuable collectibles and the easiest to track.
- Hunt the notes last. Use the chapter walkthroughs and the collectibles guide. The notes are the longest part of the completion.
- Trigger the joke achievements. Kick the rock, spin the globe, and let a dinosaur eat you if you have not already.
The full completion takes about 10 to 12 hours, depending on how many notes you find on your first pass.
Are any achievements missable?
No achievement is permanently missable. Level select lets you replay every chapter, and the collectibles are tracked per chapter. The stuffed animals reset if you die while carrying one, but you can retrieve them again.
The only soft-missable situation is a bug. Patch 1.0.9 fixed a Chapter 3 issue where not all four fuses registered in the second Allosaurus hunt. If you are on an older build, update before you attempt the fuse panel.
Achievement bugs and patch notes
Patch 1.0.9, released on October 30, 2026, fixed:
- A title-screen state that could soft-lock progression.
- Stella calls locking buttons.
- Immediate death when entering a slide.
- Controllers losing sprint.
- An invisible collider after falling boulders in the second Brontosaurus hunt.
- A cutscene slide launching the player off a cliff.
- Not all four fuses registering in the second Allosaurus hunt.
- Level load and unload issues.
The patch does not add or remove achievements. It does make several of them easier to unlock reliably.
FAQ
How many achievements does Terrible Lizards have? 15, worth 1,000 Gamerscore on Xbox.
How long does it take to get all achievements? About 10 to 12 hours for a completionist run, depending on how many notes you find on the first pass.
Are any achievements missable? No. Level select lets you replay every chapter. The stuffed animals reset on death, but they are not permanently missable.
What is the rarest achievement? The full note collection (Pterry's Scrapbook) and the full collectible set (Hoarder) are both at 0.1% on Steam. The stuffed animal achievement is also at 0.1%.
Do achievements carry over between platforms? No. Steam achievements, Xbox achievements, and PlayStation trophies are separate lists. The game does not have cross-progression.
Is there an achievement for beating the game without dying? No. The list has no no-death or speedrun achievement.
What to read next
The collectibles guide covers the amber, tapes, notes, and statues. The stuffed animals guide explains the pedestal routes. The Chapter 3 walkthrough covers the fuse panel that bugged before patch 1.0.9.
For the story, start with the walkthrough. For the ending, read the ending explained guide.
Sources
- Terrible Lizards on Steam — achievement list and global unlock percentages.
- Steam news hub for Terrible Lizards — patch 1.0.9 notes.
- Xbox Wire: Movement Is Your Weapon — platform and Game Pass details.
- Terrible Lizards official site — premise and setting.
Official source: Terrible Lizards on Steam — release date, price, platforms, and patch notes.
More Terrible Lizards Guides
The Deep route: DJ's Allosaurus tooth, the special-spectrum lights, Cavern A dynamite, the Crew Lift Key, and the two-minute Dennis chase.
Every Terrible Lizards chase and hunt route, with the trigger, the escape path, and the exact spots where first runs lose the dinosaur.
All Terrible Lizards collectible totals and the confirmed amber, tape, note, statue, and stuffed animal locations, chapter by chapter.
Who Dennis is in Terrible Lizards: DJ's imaginary friend, the Paleo Pal mascot, and the creature in the lair, plus the story clues that connect them.
What happens at the end of Terrible Lizards: the crew lift escape, Dennis's fate, the black material, the bonus scene, and the sequel hook.
Terrible Lizards takes 6–10 hours for the main story, with chapter-by-chapter estimates, completionist timing, and the things that slow a first run down.
How Terrible Lizards movement works: aerial control, wall runs, slides, mantles, swings and bounces, with the timing that keeps chases from ending in a fall.
Terrible Lizards costs $24.99, with a launch discount to $19.99. Here is the platform list, Game Pass status, and the truth about the Free To Play tag.
