Toy Story 3 Walkthrough

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Published by 9 years ago , last updated 1 year ago

Posted on June 19, 2010, Phil Hornshaw Toy Story 3 Walkthrough


Avoid consternation with our detailed, step-by-step Toy Story 3 walkthrough. All the know-how, all the collectibles, all the crucial tips are yours to be had, right after the jump. Third time’s the charm.

Table of Contents

Loco Motives

Horses and Aliens

  1. To start, Bullseye the horse carries you down the canyon at a pretty regular speed. Your job is just to jump over obstacles and not run into things.
  2. Hop the first two fences as they appear ahead of you. Bullseye can’t jump very far, so wait till you’re close to the fences before hitting A to jump.
  3. CARD: After the first fence, move to the left side of the path and jump up on a rock ledge. It arcs overtop of the path to the right side, where you’ll find the card.
  4. CARD: Just past the fences, bear right and hop onto the small rock there, then jump to the second, higher rock to snag a card. However, if you grabbed the previous card, you’ll have to play through the level again to get this one.
  5. Ahead, steer around the falling rocks to avoid taking damage. You should only have one to jump over before the path takes you past a cliff on your right.
  6. CARD: Snag the card on the right side of the path, where the ground is buckling. As soon as you get the card, jump clear or you’ll fall to your death.
  7. Snag the Toy Barn token that comes out of the breaking rocks. You may have to jump to get it. It’s a red vending machine capsule, floating above the path.
  8. The path starts to descend. Jump the obstacles and the gaps until you reach the mine shaft below. There, the path splits into two directions.
  9. CARD: Along the left path, right in the middle of the tracks, is the Prospector Roundup card.
  10. You’ll have more stuff to dodge and jump over. Look for tokens appearing on the path as you go. Before long, you’ll meet up with the train.

The Train

  1. Aboard the train, look for more Toy Barn capsules along the side wall of the caboose.
  2. Touch the blue capsules to learn how to do new moves and get other hints. The one ahead teaches you to do Woody’s dash move to open the door ahead. Execute it with Y.
  3. In the next car, another blue capsule teaches you to save the orphans. Approach them and they look like LEGO characters and and press X to save them.
  4. CARD: You get the Jesse card for saving your first orphan.
  5. Back outside, touch the blue capsule to learn to do a double jump by pressing A, then A again at the peak of the jump for an extra boost. Climb the boxes to move on.
  6. Jump a couple more gaps to get to another orphan. The game will teach you how to throw projectiles and aim with LT, fire with RT.
  7. CARD: Free the orphan to get the card.
  8. TOWNSPERSON: Just ahead, look for a silver crate along the left wall of the train car. Smash it with Y. Inside, you’ll get the Woody Townsperson figurine.
  9. You’ll encounter your first enemy next. The little alien guy will shoot at you with a ray gun. You can peg him with a bouncy ball to stun him, then pick him up with X and chuck him off the train with RT. Alternatively, shoulder dash him with Y to send him flying.
  10. Getting rid of the alien clears the path ahead. Keep moving and fight through a few more bad guys to reach another orphan.
  11. CARD: Bust through the door with Y to get a token and your card for rescuing the latest orphan.
  12. Go up the ramp ahead. You’ll now have to dodge all manner of passing garbage as you climb on top of the train. Wait for a clear spot and double jump to get up there.
  13. Run back and forth to dodge the debris. Watch out for the yellow and black guard rails and you’ll have to jump those.
  14. Grab the token on the left side of the car at the end, then drop down. Ahead, peg the bouncy ball marker with a ball to activate the catapult.
  15. SPECIAL CARD: Grab one of those cows you just passed right before the catapult. Once the catapult is down, drop the cow on the launcher. Reset the launcher and use it to toss yourself forward. The cow will have made a hole, where the Special Card waits, right in the middle of the area.
  16. NOTE: If you need additional balls, check for blue crates. You can open them with Y to get more ammunition.
  17. CARD: Upon landing, free the orphan to get the Woody card.
  18. This car has enemies popping up all over the place and the best way to deal with them is just to knock them out with the dash before they can react. Watch for tokens as you go.
  19. Further on, a spacecraft takes potshots at you as you approach. Hit the bouncy ball marker to take it out and clear the way ahead.
  20. Past that, a handful of aliens guards an orphan. Stun them from a distance, then run up and throw them all off the train. Then free the orphan to advance.
  21. Double jump off the wooden crate and Woody will automatically climb onto the stone blocks to get the last of the height you need to clear them. There’s a token at the top.
  22. Next you’ll have to carefully jump from platform to platform to clear the coal. If you get close enough, Woody will catch the edge of the platform and pull himself up, giving you some room for error.
  23. ACHIEVEMENT: About midway on the car, you’ll come across an orphan standing in the middle of the platform. That’s the final orphan if you’ve been following along. Free this one to unlock the “No Toy Left Behind” Achievement.
  24. MEMORABILIA: Freeing the orphan makes an “Andy’s Memorabilia” item appear and the Buzz Drawing. Collect all of them to unlock the “Memories” Achievement.
  25. Now as you advance, you’ll have the spaceship opening fire on you. He lets loose in two-shot bursts, so time your jumps to be in between his attacks and move laterally to dodge them.
  26. The ship stays on your case until you make it to the metal cars ahead. You’ll be accosted by aliens along the way, but they barely matter and take them out, or don’t.
  27. Use the red crates when they’re free of alien attackers to hide behind. You’ll need to dodge fire from the spaceship that’s blocking the way to the engine. The crates make good cover.
  28. Move to the end of the car, where the pig ship waits. Clear the aliens and take cover behind the last two crates. Step out when you’re ready and hit the pig bomb with a ball to finish the level.
  29. ACHIEVEMENT: You get the “Train Catcher” Achievement for finishing the mission.
  30. ACHIEVEMENT: When you get the game board, you’ll have the ability to highlight objects all over the place to access missions and other areas. Several pieces and the checkers, the dice, the submarine, the cannon, etc. and don’t activate anything. However, if you highlight them and press A, they’ll react. Touch all the items on the game board and hit A to get the “Mapnipulator” Achievement.

Hold the Phone

Andy’s Room

  1. First, run around exploring. There are collectibles scattered around the room.
  2. CARD: Look for a Roundup card in the trash can next to the desk behind where you start. The can is marked with a teepee.
  3. TOWNSPERSON: Check under the bed for the Jesse townsperson figurine.
  4. CARD: On the right side of the desk is a red, flipped-over laundry basket. Get behind it and use Y to push the basket away from the box it’s pressed against. Inside is a Roundup card.
  5. Use the boxes beside the desk to climb up on top of it. Head left and jump to the side of the room, where more boxes await.
  6. CARD: One of the boxes appears to have styrofoam peanuts falling out of it, and a blue capsule on top. Touch the capsule and the game will tell you to use the Ground Pound move by jumping and hitting Y while in the air. Do so to open the box and find the card.
  7. CARD: Continue along to the bed. On the side of it is another box with peanuts coming out. Pound it for a card.
  8. Back on the floor, take Woody over to the blue capsule in front of the bed. Touching it makes an icon of Buzz Lightyear appear in the air.
  9. Switch to Buzz using LB. Go over to Woody and hit X to pick him up. Aim using the green arc and toss Woody onto the bed with RT.
  10. As Buzz, climb onto the bed. Move both Buzz and Woody to the boxes on the left of the bed, looking toward the dresser.
  11. Use Buzz to throw Woody to the dresser. That causes it to open, clearing the way to climb onto the dresser if you fall down.
  12. CARD: This card appears in one of the open dresser drawers.
  13. Switch to Jesse and climb the dresser. Jump onto the dart sticking out of the wall.
  14. You can jump from dart to dart as Jesse by hitting A to jump, then X, which will cause Jesse to land on the next dart automatically. Do so to get to the phone.
  15. Grab the phone with X.

The Basement

  1. MEMORABILIA: First, head forward to the corner of the room where an ironing board stands. Turn left to find the basement stairs. Climb the steps, then jump onto the box on the top to find the “Camp Pamphlet.”
  2. CARD: From the top of the stairs, jump onto the railing to slid all the way down. You’ll land on the ironing board, where a Roundup card waits.
  3. SPECIAL CARD: If you look through the stairs at the bottom, you’ll see the Special Card spinning behind them. Go around the left side of the staircase to the wall, where there’s a dark brown air vent cover. Dash through it with Y to get to the card.
  4. From the board, head to the side of the room ahead where shoeboxes line the wall. Touch the blue capsule to get a tutorial on climbing and jumping.
  5. NOTE: You’ll eventually need Jesse to continue after getting your first two soldiers, so just switch to her now.
  6. Climb the shoeboxes to the top, where the first toy soldier waits. Pick him up with X and then throw him at the phone in the center of the room.
  7. Guide the parachuting soldier toward the phone. You can speed him up by pressing Forward on the Analog Stick. When his shadow appears over the shelf with the phone, press B to make him land.
  8. On the shelf again, turn right and jump to the next platform. Follow the path around to the window with the red handle.
  9. CARD: Along the way, grab the card that’s standing on the corner of the top of the fridge.
  10. Hit X to grab the handle of the window and swing it open. Inside you’ll find a soldier. Grab him and toss him at the phone.
  11. This soldier you’ll need to guide around all the things hanging between the shelf and the phone. Guide his parachute to the right, around the decorations, and through the inner tube’s center to reach the phone.
  12. CARD: Grab the card next to where you found the hanging soldier, behind the window.
  13. Jump down to the tool bench below you to create a quick way to climb back up. Use Jesse’s landing ability to climb up the darts and get to the top shelf.
  14. Continue around until you’re on the shelf above the washing machine. The next soldier is there.
  15. Toss the soldier and try to guide him either through the inner tube, or around to the right of all the obstacles.
  16. CARD: Behind the cleaning supplies on this shelf is the card. Walk through all the supplies to knock them out of the way.
  17. Now drop down onto the washing machine below. Crab the Toy Barn token to the left, near the corner, and then get the last soldier.
  18. CARD: Before throwing this soldier where he belongs, turn right and look for an orange pumpkin basket on a shelf. Beside that is a card. Throw the soldier and push forward on the Left Stick until he reaches the card
  19. Chuck this guy and fly him through the center of the inner tube, it’s the quickest and easiest route. With all four guys down, you’ll complete the area.
  20. ACHIEVEMENT: You get the “Off the Hook” Achievement for getting the phone.

To Infinity and Beyond

Flying Through the Canyon

  1. Like the opening of the first mission, your goal here is just to fly through the canyon and not hit things.
  2. Shoot down asteroids using RT.
  3. You’ll deal with errant rocks at first, but eventually you’ll hit a section of the canyon choked with asteroids. Stay steady and keep tapping RT to clear them without incident.
  4. CARD: Immediately following the straightaway filled with asteroids, stay in the center of the screen to snag this card.
  5. After the debris field, you’ll start seeing portions of rock marked with green. Dodge these by hitting A to roll clear. This won’t work vertically, however.
  6. Dodge around all the bits of stuff to get through. You’ll end up shooting debris next.
  7. CARD: Square up in the center of the screen while you’re shooting at asteroids to get another card.
  8. NOTE: Look for blue power-ups marked with a medical cross to restore Buzz’s health.
  9. The next section features another set of tough dodges, where you’re aiming for the corner for each maneuver, rather than just to the side or up and down.
  10. CARD: Just before the end of this section, another card in the center of the screen appears, but this one is tougher to get because it won’t be visible until after you dodge some rocks. Try to make it back to the center of the screen after each dodge and it makes your next move more effective anyway.

The Meteor Shower

  1. ACHIEVEMENT: You can nab the “Space Ranger Elite” Achievement during this mission if you can get all the way to Zurg’s fortress without dying. This isn’t too difficult if you take your time and make smart moves.
  2. None of these meteors is actually gunning for you, so just keep moving forward. The smaller ones will explode after a few seconds, so steer clear of their craters.
  3. Before long, the meteors start affecting your path. Follow the path the game lays out, jumping the obstacles and gaps along the way.
  4. A big meteor lands right on top of you next. Run forward up the ramp and jump across before it collapses. Then keep moving to stable ground.
  5. Keep heading forward, avoiding obstacles, and the shower ends. When you wake up, you’ll have floating platforms all around.
  6. Turn around and jump onto the platforms to grab health and Toy Barn tokens. When that’s done, advance where the platforms are larger.
  7. You’ll hit a green-marked platform before long. Perform a ground-pound by jumping and hitting Y. That’ll break the platform up and allow you to keep moving forward.
  8. NOTE: Buzz’s double-jump ability includes hovering with his jetpack. Just hold down A after jumping the second time to hover a short distance.
  9. Break up another platform and you’ll get to a large open area. It’s marked with some Toy Barn tokens right when you land.
  10. Hit LT to aim your laser cannon. Look for an area of the ground that’s trembling, with blue crystals sticking out of hit. Open fire on the crystals to open the way, holding down RT until the crystals heat up and explode.
  11. An enemy appears to slow you down. Take it out the same way you did the crystals, by holding your laser on it.
  12. Two more robots take the first’s place, but they aren’t very smart. Dispatch them and jump into the hole you made in the center of the area.
  13. The air geyser under the hole sends Buzz flying into the air. Use the jetpack to hover down to the rock platform ahead. It breaks up upon landing, so be careful.
  14. Follow the path forward. You’ll see a floating metal ball to the right: get near it and you can destroy it with the laser. It’s a mine, and it’s armed by proximity, so be careful.
  15. When you run out of rock path, look left for a floating platform marked with blue crystals. Blast the crystals to explode the platform, sending more shards your way to use as stepping stones.
  16. Ahead, you’ll see more mines and a floating health power up. Look left from the health marker for a platform with crystals on it. Take it out and it’ll help you later.
  17. Continue on to the right. You’ll eventually have to ground-pound a green platform. A little further, a platform will break under your feet.
  18. Here you should see another crystal platform ahead. Don’t shoot it until you’re ready, because timing is important to reach the!
  19. SPECIAL CARD: which is just ahead of you, spinning on a rock too far to get to by hovering. When you shoot the crystal on the platform ahead, the shards travel past this card, briefly creating a path to it. But you have to be quick with your jumps. Blast the platform and when the way is clear, jump to the card to snag it.
  20. Hop back onto the departing platforms, or just die. Back on the platform that crumbled under your feet, look for a new path to the left created by the two rocks you destroyed by breaking the crystals. This leads to the large area ahead, marked by Toy Barn tokens.
  21. Like last time, shoot the crystals on top of the trembling ground to make a geyser. Two spider enemies will appear when that happens and shoot them and they explode, sending a shockwave toward you. Jump to avoid it.
  22. The geyser isn’t strong enough to propel you up to the platforms you need to reach. Stand beside it where two rocks are also floating out of the ground. Climb onto one and ground-pound it back down.
  23. That triggers an attack by three more robots. Avoid their fire and take them out and shouldn’t be hard, and you can use the crystals as bombs to kill multiple enemies.
  24. Now pound the other rock back down. Fight off three more robots and jump into the geyser to get launched to the next platform field.
  25. In this field, many of the platforms move, and often look closer than they actually are. Pick your jumps carefully and wait on many of the floating platforms to see where they end up.
  26. CARD: In the center of the field, the card sits on a platform that’s not moving. Look for it in the distance among the health markers and it’s not too hard to get to.
  27. CARD: A second card is on an unmoving rock to the right of the first, on the edge of the field. Jump to it carefully using the platforms moving around it.
  28. Now head to the far side of the field. Time your jumps and you’ll reach it without too much difficulty. Toy Barn tokens await you when you land.
  29. You’ve got another geyser to activate. Watch for spider bombs to appear as you approach. Destroy them and then the crystals blocking the geyser.
  30. Destroying the geyser summons a handful of robots and more spiders.
  31. NOTE: Destroying robots close to spiders will blow them up, sending shockwaves your way. Those shockwaves will destroy other active spiders and robots.
  32. There are now five rocks to pound down. Destroy the first two and the others will rise higher.
  33. Use the air geyser to shoot you up, then float down to the unreachable rocks. Ground pound each one, using the geyser to get to the next one.
  34. When the geyser is fully pressurized, a bunch more robots will appear. Kill them, including the bigger purple one, and hop into the geyser.
  35. You’ll float down into a crater that marks the entrance into Zurg’s fortress. Shoot the little Zurg lock thing that you see in the short cutscene, avoiding the projectiles it throws at you.
  36. Drop into the open hole to reach the fortress.

Zurg’s Fortress

  1. Go through the door and down the hall. You’ll approach a crushing, spiky thing and use the dash to get through.
  2. The next crushy object is vertical. Past that, look left for a reddish-lit alcove with Toy Barn tokens inside.
  3. Beyond the alcove is an impassable set of crushing obstacles. Use Y to dash through the grate at the back of the red alcove to reach an alternate route.
  4. A forcefield blocks the way in this room. Shoot through it with the laser to heat up a spinning crystal power source beyond. It’ll explode, clearing your path.
  5. Run to the back of the room where the power source was, and drop down into a maintenance tunnel. Follow it around, hopping over electricity that blocks the path.
  6. You’ll wind up standing on a small circle marked with a “Z.” Ground pound it to fall into another area.
  7. Here you just have to dodge the electricity. Jump and duck under it until you reach a spinning cylinder.
  8. TOWNSPERSON: Go to the right, past the cylinder. You’ll see a place where you can wall jump, and there’s a electrical field at the top. The Buzz Townsperson figurine is right beneath the electricity. Stand in the center of the area and use the wall jump to get up there. The figurine isn’t quite at the back of the area, but in the center.
  9. The cylinder has threads you can hold onto, along with tokens all the way up. Hop on and hold the threads, moving to the right to stay between the electricity arcs. Climb to the top this way.
  10. CARD: Step to the left on top of the cylinder to find the card.
  11. Now head right. Jump the electricity conduits again until you fall into another maintenance tunnel. You’ll be confronted with a pair of moving electricity arcs to jump over before finding another grate to pound through.
  12. Dropping down puts you in a hallway with a spiky wall approaching from in front of you, so run toward the camera. If you need extra speed, use Y to dash.
  13. Running away gets you through a door that blocks the spiky wall. When the camera pivots around, you’ll see a path marked by colored tiles you have to jump to.
  14. Choose your path carefully. When you touch a tile, it lights up, and it and all the tiles of the same color drop a second or so later. You can get across if you go quickly (and hover at the end, if necessary).
  15. Through the door is another hallway. Dash through the grates until you get to the crushing obstacles. Dash through those to avoid getting killed.
  16. You’ll come to a tougher one after the first two. This one has a vertical crusher with a horizontal crusher just beyond. Both fall together at first, but the vertical crusher doesn’t lift at the same time as the horizontal one.
  17. To get through, wait for both to close at once. When the first opens, run until you’re pushing against the vertical crusher. As soon as it starts to rise, or you hear the horizontal one closing, hit Y to dash through.
  18. The next room is a bigger mess. There are all kinds of things inside trying to kill you. Start by looking on the walls for the things shooting purple projectiles at you and shoot them to knock them out.
  19. Below you are gaps forming a “Z” with electricity coursing through them. On the left side of the room, looking down, is a floating crystal ball that’s powering the first set. Destroy it.
  20. Now look for robots attacking you from the far side. Kill them and jump the gap so you can see the other side with more electricity.
  21. Look down to the right and destroy the second crystal. Do it quickly, because more robots are opening fire on you from behind.
  22. With those guys dead, you’re free to drop down to the bottom of the room, where the electricity formerly was. Grab the Toy Barn tokens in the alcove at one end.
  23. CARD: At the far end of this lower area is a card, right out in the open.
  24. Return to the alcove and dash through the grating. You’ll fall into a maintenance tunnel again. Hop the moving lasers until you get to an electrified grating.
  25. This is tough to get over and wait till the moving electricity coil is coming toward you from the far side, get close to the edge of the grate, and then jump. Hover to get over all the gratings and the moving arc.
  26. Pound through the grate at the end of the hallway. Here you have to deal with moving electrical currents going up and down. Jump the stationary coils and run under the moving coils to advance.
  27. At the end of the hallway is another cylinder. You have to grab onto the cylinder on the right and climb high enough to get over the electricity blocking the way left.
  28. When you’re clear of the first obstacle, hold onto the cylinder so that it brings you to the left side, then continue climbing to stay stationary as you go higher. When you’ve cleared the obstacle blocking the way to the right, go full-bore on the shimmying control to make it to the top of the cylinder without being shocked.
  29. CARD: Your reward at the top of the cylinder is this card, on the back side to the right.
  30. Advance left, hopping over the electricity again. You’ll fall into another maintenance tunnel, where you’ll deal with more electrified floors and moving conduits. Hop over the conduits as they approach, clear the floor, then jump the last conduit to get over.
  31. Dropping through the grate at the end of the tunnel puts you in another hallway with a spiky wall closing in. Don’t bother dashing this time and instead, just run down the hall, dodging the blue half-walls in the way. The first is on the right side; the second, on the left; and the third you have to jump over.
  32. Another path of colored tiles awaits beyond the door. This one’s much longer, and while the tiles will reappear if you wait, you usually don’t have that luxury.
  33. The best way to get across is by getting as far as you can with each jump, and landing on the colors in this order: purple, yellow, blue, green. The most effective path seems to be along the left side.
  34. Through the door, you’ll enter a large arena. A robot appears immediately, and after that, several turrets start attacking you from the walls.
  35. Destroy a couple of the turrets and the floor opens up. Drop through and Buzz will use his jetpack to float down. You just have to avoid the electricity along the way.

Boss: Zurg

  1. Zurg uses a force field to protect himself, making him impossible to damage while it’s still up.
  2. Instead, direct your fire to the base of Zurg’s platform. Heat it up with the laser and it’ll explode the way the crystals do.
  3. Dodge Zurg’s attacks and you can do so easily by running to the sides and and destroy the platform base. When you do, Zurg will float to the ground, defenseless.
  4. Unload on Zurg when he’s on the ground to do damage to him. You have to hit him with a full laser, the same amount it takes to destroy a crystal, to damage him.
  5. When Zurg retreats into the floor, you’ll face a handful of robots. Once they’re activated, the robots keep coming. You can destroy them, but more will take their place.
  6. For the time being, dispatch as many robots as you can to make life easier. When Zurg reappears, you can basically turn your attention back to him.
  7. Repeat the process for damaging Zurg and destroy the platform, then attack him head-on. He’ll drop into the floor again, and spider bombs will join the fight against you.
  8. NOTE: There’s all kinds of health in this room, so be sure to take advantage of it.
  9. You can clear a few robots and bombs while you wait, but when Zurg comes back, you’ll be dealing with a lot of enemies and a lot of firepower.
  10. Concentrate on Zurg while moving around as much as possible to avoid taking damage. You only have to hit the boss one more time to kill him.
  11. When the force field is down, blast Zurg one last time.
  12. ACHIEVEMENT: You’ll unlock the “Defeat Zurg” Achievement for completing this mission.

Fair Play

The Daycare

  1. You can explore and choose which games to play by speaking with the toys marked with columns of light. The first is a praying mantis-looking guy to the left of the starting area.
  2. First, take a look around. There are a few collectibles hidden about that you can pick up first.
  3. PIECE OF ZURG: The first piece, the head, is just left of the bottom of the ramp from the starting area. Look for it spinning on a stool.
  4. PIECE OF ZURG: From the head, proceed forward past the mantis guy, toward the shelves behind him. The body of Zurg is beside the octopus, in the corner of the shelves
  5. CARD: Head back to the stool where you found the head. With it at your back, go to the space between two shelves on the left, where they’re close together. Go between them and wall jump to the top by pressing X when facing the wall while in the air. At the top, proceed to the right and climb up to the next shelf. The card is behind the stack of tupperware containers on the top shelf.
  6. From up here, climb the tupperware stack and you can jump to the light fixtures. Go across them to find tokens. You can jump to the further ones to the left and right with Jesse’s landing ability, by perching on the butterflies.
  7. CARD: Jump across all the light fixtures back toward the green starting area and get on the roof of that building, where another card waits.
  8. SPECIAL CARD: Use Jesse’s ability to get onto the light fixtures on the side of the room, opposite to the green starting building. Beside the center fixture, close to the wall, are two butterflies, one above the other. Use the special landing ability to jump up to the Special Card above them, spinning next to the wall.
  9. CARD: Back on the light fixtures, take Buzz and one of the other toys to the light closest to the kitchen and it’s across from the one you climb up. Get Jesse or Woody there, then as Buzz, climb across the lights to the roof of the green gazebo starting position. Jump with Buzz onto the silver wire there and he’ll grind on it all the way to the light you’re trying to reach. Then use Buzz to throw the other toy into the ventilation shaft that’s open on the green wall beside the light, just barely jutting out from the ceiling. Inside is the card.
  10. TOWNSPERSON: Switch to Woody and climb up to the light fixtures. Jump all the way to the roof of the green starting building. Standing on the roof, turn left and face off, parallel to the wall. You should see three golden, blinking hooks. Hit X to use Woody’s special swinging ability to swing from hook to hook. At the end is the green Townsperson.
  11. PIECE OF ZURG: When you drop down from the Townsperson, turn left and look for an easel. It’s past the shelf with all the aliens on it. Go underneath it and jump up to get Zurg’s Gun.
  12. As Woody, go to the kitchen area in the back corner of the room, beyond the easel. To the left of the kitchen counter, you should be able to wall jump up to the countertop. Grab the Toy Barn token when you get there.
  13. CARD: From the countertop, jump up to the shelf to the left, where Rex is standing. You’ll need to catch the ledge and then jump up to the next ledge. Spin around and use Woody’s pull string ability to get to the top of the cabinets, where the card is waiting.
  14. CARD: Get both Woody and Buzz up to the shelf with Rex on it, then use Buzz to throw Woody across to the shelf on the wall, near the robot with the light column coming out of him. Switch to Woody and climb to the top of the counter there for the card.
  15. PIECE OF ZURG: The final piece of Zurg, his Cape, is found under the green desk beside the robot that lets you play games. From the card you need Buzz to throw Woody at to retrieve, just drop down and check under the desk. It’s located to the left of the kitchen area, against the far wall. Collecting all four pieces unlocks the “We Can Rebuild Him” Achievement.
  16. Winning each of the games also unlocks a collectible. Return to the mantis near the start for the first one.

Horseback Balloon Pop

  1. The first game is timed, but your goal is to find a way to reach all the balloons scattered throughout the daycare. This isn’t too difficult if you look around.
  2. Paths to get on top of objects are almost always marked by flipped-over plastic containers that you can use as stepping stones.
  3. Start by getting on the two big tables in the center of the room after clearing the first group of balloons. Go for the ones to the left first and you can reach far locations by making Bullseye sprint before jumping by holding RT.
  4. Get the balloons in the kitchen next, then turn your attention to those by the blue easy chair. You’ll need to use the tables again to jump across to the balloons along the left wall.
  5. With all those balloons cleared, that should just leave two more sets, along the walls next to the green gazebo building. Go up the ramp into the building to get to a pair of containers that let you get to the last remaining balloons.
  6. From the ramp, go left to snag the stack of balloons on the wall. Then head back up the ramp and go right to get the last of them.
  7. Sprint and jump from shelf to shelf to nail the last of the balloons.
  8. CARD: If you’ve snagged all 40 balloons, you’ll get a card at the end of the race. Stop back by the mantis race coordinator to get your reward.

Alley Throw

  1. From the mantis’s game, turn right to face the blue, flower-patterned easy chair. Go around it to the other side to find an orange robot you can speak to.
  2. Alley Toss, the robot’s game, has you using a ball cannon to defend an area against approaching attackers. You need to clear 100 of them to get the prize, which is a Roundup Card.
  3. First, hold down the RT to fire, and just keep holding it. You’ll get a lot of accidental kills from bouncy balls ricocheting around the game area.
  4. The attacking aliens come in three waves: standard green aliens, which will run from position to position taking cover; space aliens, who jump over the cover positions rather than running on the ground; and sneaky aliens, who just barrel straight down either of the three straightaways, coming straight at you.
  5. You’ll deal with each set in stages: first, just green aliens, then just space aliens, then a mix; then sneaky aliens, then a mix of all three.
  6. Keep firing all the time and try to hit the aliens as they go behind cover. Often the helmet or the top of the head of an alien will be visible, and even just flooding the area with balls will take out a great deal of aliens.
  7. Do your best to take out the jumping space guys before they get to the last cover position, because they’re harder to take out in the air. Your goal should be to line them up and hit them as they are arcing down the first time they jump, as you can hit several at once when they line up.
  8. As for the sneaky guys, who are marked with red, you usually need to make them a priority. Look for them at the back of the field and take them out early.
  9. CARD: Nailing all 100 aliens, which is not so tough with the constant-firing strategy, gets you the card.

Tiny Racer Challenge

  1. In the back corner of the daycare, across from the kitchen, is a second robot. This one is white. Speak with him to start the Tiny Racer challenge.
  2. This game is similar to the Horseback challenge, except it requires much less precision. There are only 10 sets of blocks to run over, and you have two minutes to do so.
  3. Most of the blocks are accessible by going up a single ramp or performing a single action. Check by the kitchen to find a half pipe, and look inside the green gazebo and around the side of it for two more.
  4. The only sets of blocks that are difficult to get to are on the big wooden tables in the middle of the room. From the green gazebo, drive forward and to the right of the shelves to find a white ramp. Hit it at full speed to get on the table and take out the first set of blocks.
  5. From there, turn left and drive between the two tables over a small bridge. That gets you to the second set.
  6. The rest of the blocks are generally easy to see.
  7. CARD: Hit all 10 sets of blocks and receive a Roundup card for your trouble.
  8. ACHIEVEMENT: If you complete all the games perfectly, you’ll unlock the “True Carny” Achievement.
  9. Complete all three games and return to Lotso at the Green Gazebo. Speak with him.
  10. ACHIEVEMENT: Completing Sunnyside unlocks the “Carnival Conqueror” Achievement.

Witch Way Out

Bonnie’s Room

  1. With the room filling up with coffee, you need to jump from platform to platform as they come floating out of the flood. Stay in any one place too long, and the item will sink again, drowning you along with it.
  2. Jump off the table first, onto the stool below. Ignore the bed and a chair will become available shortly that’s your actual destination. After that, more stepping stones will appear across the bed and around the outside of the room.
  3. NOTE: Some of the items move as they float around, so if a jump doesn’t look doable, look for other objects making their way toward you. Things are sinking, but you also have the ability to stop and wait at different intervals.
  4. You’ll wind up on a wicker hamper before long, with two drawn-on milk cartons on it. On the other side, wait for the objects to line up to make your jump easier.
  5. CARD: When you land on the desk with the lamp just ahead, look for a prompt to use Woody’s swinging ability. Hit X when the marker shows up (run around to find the right spot if you have to) and you’ll snag the card.
  6. Jump off the desk and you’ll get a short cutscene. Then hop to the chair and over to the wall.
  7. Head right. When you reach a pile of blocks, bash through it with Y.
  8. You’ll have to wall jump up to get above the next set of obstacles. Jump and hit X while beside the wall to kick off. Keep hitting X to get to the top.
  9. At the top, face right and crash through the red book with Y to clear the way.
  10. CARD: After the book, drop down and turn to the left. Dash through the blocks to get a Roundup card.
  11. Keep moving to the right. You’ll have to jump onto the wall and grab a ledge, then shimmy to the right. When you get to the end, hold Right on the Left Stick and jump across.
  12. CARD: When you land on the other ledge, you’ll see the card on the book right next to it. Drop onto the book with B to get the card.
  13. Keep moving. When the witch sets blocks in your path going downward, use the ground pound to destroy them. Dash through the next set of blocks to move on. Wall jump to the top of the next section and head left.
  14. Wall jump up again before the coffee flood reaches you. When you head right, you’ll be jumping onto books that sink when you touch them. Get to the end and then run toward the camera to avoid being swept off the side.
  15. At the end of the line of books, you’ll turn right and see several objects floating in the air. You have to climb on them to traverse the coffee lake here.
  16. Wait for the first book to come close, then jump onto it. Hold onto the edge of it as if you were shimmying on a ledge.
  17. The book will move and spin and link up with another book. When they’re aligned, hit A to jump to the new book.
  18. Continue this process until you get to the ruler. When you do, shimmy along it to the right and wait for it to line up with the green block beneath it, then hit B to drop down.
  19. The green block will take you to another spot where you can jump off. When you get there, catch onto the green block that’s not moving and wait. When another block appears beside it, shimmy left and ledge-jump to it.
  20. Ledge-jump off this block when it stops spinning and you’ll land on solid ground. Turn left and dash at the backpack to knock it flat.
  21. CARD: Past the backpack, heading left, is a gap where three helicopters hover. Use Woody’s swing ability with X to get across the chasm, swinging from helicopter to helicopter to make it to the card beyond.
  22. Backtrack to the other side of the chasm and jump up to the shelf to the right.
  23. CARD: Snag the card as you pass by it, right on the shelf.
  24. Crash the blocks and stand on the books beyond. Face the wall and you can start climbing a magazine rack there. At the top, look left for another ledge you can jump to.
  25. You have to move fast because the coffee continues to rise. Shimmy along this ledge and jump to the crayons to the left. Climb up the crayons and jump right to the shelves again. You’ll have blocks to crash through, and past that, a book that rises and falls to pull you up to the next shelf.
  26. CARD: On the right side of the moving book is another set of blocks that hides a card to the right. Jump down from above or crash through to grab the card, then quickly return to the book before the coffee drowns you.
  27. On the next shelf the book carries you to, head left. Wait when you get to the dead end, and a pink book will descend for you to ride on. Stand on the black mark and the book will put you into a hamster cage.
  28. SPECIAL CARD: Stand on the blue dish in the middle of the cage and jump up into the tube that heads off vertically. Use the wall jump to reach the top, where the Special Card waits in another section of the tank. Then jump back down.
  29. Go through the tube to the right and follow the path to the floating backpack. After the room comes apart, jump to the floating book that appears in front of you and shimmy left. Wait for more objects to make a path left and jump as soon as they arrive.
  30. On the path, step onto the items to the sides to avoid getting run over by the witch’s picture. When the path is clear, run to the next stopping point and get off the path.
  31. CARD: On the left of the path, the card hovers on a small platform. Just jump to it when you get close.
  32. At the end of that section, the path turns right and you’ll be chased by the picture again. Dash if you need it to make it to the end and turn off onto the next section.
  33. Follow the path outside.

Outer Space

  1. Follow the path to a rail and jump on it. The game will instruct you on how to ride it as you go. At the end, you’ll reach the space ship and head in.
  2. Turn right and grab the battery on the ground, then put it in the red battery case. That powers the elevator beside it and ride that to the top.
  3. CARD: Turn left instead of going through the door here and follow the wall to locate the card.
  4. Go back through the door and jump on the rail. Ride it until you reach the green rail on your right: jump to that, then jump to the next green rail you pass on your left. You’ll arrive inside a large meteor.
  5. TOWNSPERSON: When you land in the meteor, follow the tunnel and look for an alcove to the left. The floor there glows green and ground pound through it to get to the level’s Blue Dog Townsperson. Ride the rail at the bottom, jumping over the pinwheels as you go, to return to the meteor where you started. Grabbing this and the other Townspeople nets you the “Townspeople Hunter” Achievement.
  6. Now take the green rail at the end of the tunnel. You’ll land on a platform you can break up by ground pounding it, the way you did in “To Infinity and Beyond.”
  7. Jump to the newly created shards and get over to the battery. Pick it up and ride the rail.
  8. Jump to the next rail you come to and a green one and and then to the rainbow rail as soon as you have the chance. The witch is throwing more enemies at you that are riding the rail to, so jump over them. The rainbow rail will return you to the bridge of the spaceship.
  9. Take the elevator back out of the ship and ride the rail, this time jumping onto the yellow path. Ride it until it ends and head right.
  10. The witch throws obstacles in your path in the form of rotating platforms. Just wait for each to stop turning and hop on to it and you’ll be fine.
  11. After the rail, you’ll have another path of rotating platforms. This one’s tougher and the rotations are faster and but the platforms will light up before they turn, giving you a clue when you can go. Just move fast and you’ll make through.
  12. The next rotating path goes in a fast sequence. As soon as the first button stops rotating, hop on. Repeat the process, moving forward as fast as you can, to reach the battery.
  13. Grab the battery and ride out to the beginning of the area. You’ll have to jump through a star along the way, which is a new trick. Return along the rails to the rainbow rail.
  14. Use the blue rail to the left to jump back and forth, dodging the rabbit-things the witch sends your way. Then drop off your battery in the ship and return to the rail. You’re going for the pink one this time.
  15. Take the pink rail until it drops you off and head to the right, over the chair. Run to the end, where you’ll find a ledge to shimmy along. At the end of the ledge is the battery and a rail to ride.
  16. Ride to the end and take the next rail. As soon as you pass rails you can jump to on the left, take them or you’ll go in a big circle. Two jumps will put you back at the rainbow rail.
  17. Hop back and forth between the rainbow and blue rails to avoid being hurt and take your battery to the ship. That opens a new door and a new rail beyond.
  18. The exploding ship throws obstacles at you. Duck the first; jump the second; jump, then duck for the third; jump twice and then duck for the fourth.
  19. Two more rails will appear beside you on the left next. Immediately jump all the way left. Watch ahead on the rail for where it’s exploding: you’ll have to get all the way right next. Then jump to the yellow rail, then back all the way to the right.
  20. Next, portions of the ship explode outward. Jump all the way to the left to avoid them.
  21. You’ll have to bounce back and forth to avoid rail rabbits. Look for the gaps and time your jumps sideways. When your clear, get onto the yellow rail as you head inside.
  22. Watch for electricity traps on the rail that you’ll have to jump over, and keep and eye out for the point where the rails end and you’ll have to quickly jump sideways to new ones. When you’re back outside, you’ll do more dodging sideways to avoid getting run over.
  23. After clearing the bugs, which are fairly easy, the rails will start to explode in front of you again. This time, it’s much trickier, and you’ll have to move fast.
  24. The moves are as follows, starting in the center: right, center, left, center, right, then all the way left, then quickly all the way right. Right after that, jump all the way left as the debris from the ship knocks out the rails.
  25. More rail explosions. You’ll start on the left and go all the way right, then back to the center. Jump to the right rail as the other two end.

Back in the Ship

  1. Pick up the big battery and install it right next to you. Then jump from piston to piston ahead to get to the center cylinder.
  2. Follow the outside of the cylinder until you’re standing in front of the red platform. Walk toward the camera, where a path will lead you back out to the wall and another battery housing.
  3. Stick to the path and you’ll come to a rotating set of blocks. You can jump across these easily to get to the battery on the other side.
  4. The heft of the battery prevents Woody from jumping, so you’ll have to time your steps on the way back. Throw the battery onto the higher platform, then pick it up and watch the block path.
  5. Go when the first fast block stops, then step onto the slow block where it’s rising. As soon as the next block turns, move to it, then run along the rising side of the last block, on the left, and you should make it without falling.
  6. Install the battery and head back to the center. Climb the rotating platforms until you reach a spot to wall jump up.
  7. Up here, you just have to time your jumps to clear the rotating red walls. It’s not so tough if you take your time. Past that, wall jump up to a path made of rotating blocks. Carefully move to each block right after it spins.
  8. You’ll reach a button at the top. Step on it to create a new place where you can wall jump. You’ll find a rail at the top to ride.
  9. At the end of the rail, the path is blocked by more electricity. Time your jumps to go through each field when it shuts down and beyond it is the battery.
  10. To get back through, you’ll have to throw the battery ahead of you and then jump through after it. Wait till the electricity dissipates and throw the battery. Wait for it to shut down a second time to jump through.
  11. After that, just drop down and install the battery. You can follow the new bridge to the button that launches the rocket and ends the mission.
  12. ACHIEVEMENT: The “Rocket Launcher” Achievement is unlocked by finishing this mission.

Hide and Seek

Prison Break

  1. ACHIEVEMENT: If you can get through the level without being caught, you’ll unlock the “Sneaky, Sneaky” Achievement.
  2. Go to the end of the pen area and a light column will appear next to a vent. Climb up and hit X and the gate will be unlatched.
  3. Follow the path down and to the right, avoiding the red light at the bottom. Look for a button marked with an “X” against the wall to the left of the spotlight. Hit it and you’ll free Jesse.
  4. ALIEN: Go past Jesse and around the corner to the right to find the Prisoner alien figurine.
  5. Push the crate Jesse’s standing on over to the wall and use it to jump up. On top, you’ll grab a Toy Barn token and get the lay of the land.
  6. You have to avoid the spotlights, as well as the police cars patrolling the area. More dangerous, however, is Buzz, who is carrying a flashlight. He’ll spot you even on top of tables.
  7. NOTE: You can make a quick note of Buzz’s location and watch his patrol routes by switching to him with LB.
  8. Start by switching to Jesse and jumping up on the wall. Drop down when the coast is clear and go forward toward the set of spinning lights and this is the first holding area.
  9. Sneak past the lights when they separate to get inside. On the wall with the filing cabinet are darts Jesse can jump up using her landing ability. Get to the top one and wait.
  10. Look up and there’s a spotlight patrolling the vertical section you need to wall jump up to get to the top. Wait for the light to rise up, then wall jump quickly. Hop over the light when it descends and head right.
  11. Find the “X” button on the wall and hit it to shut down security over the cage.
  12. CARD: Continue to the right. Jump to the far shelf platform to reach the card.
  13. MEMORABILIA: Backtrack a little and look for a spot where you can jump up onto one of the ceiling lights. Right there is the Memorabilia item.
  14. SPECIAL CARD: Straight across from this light fixture is another, which you can jump to. Walk forward from the Memorabilia spot, facing in the same direction as when you jumped up. Jump across for the card.
  15. Return to where you hit the button. Get back on the path and head left over the spot where you wall jumped up. You’ll come to another wall with a shimmying ledge.
  16. The lights here rotate around the center ledge, so you can’t wait on it. Wait for the light to go up and move left, and jump left with it. Then keep shimmying and jump to the left as soon as you get to the edge. You want to follow that top light as you go.
  17. Drop down onto Rex and hit X to free him.
  18. Switch to Woody and go past the holding area where you left Jesse, to the back corner. This one is marked by two lights that spread out, then come together right in the doorway to the area.
  19. CARD: The table right beside this area has a card beneath it. It’s marked by two wooden stools you can jump onto to get on top of the table.
  20. Run past the lights when they’re spread out to get inside.
  21. CARD: Immediately inside this area, turn left and check the shelf for a card.
  22. Use Woody’s pullstring swing move to get onto the shelf. The spot is marked by a blue capsule to show you.
  23. On the shelf, head left to where you’re prompted to do the swing move again. Hit it and keep swinging until you reach the spot next to Slinky.
  24. Turn toward the wall and climb up the ledges to the top, then ledge jump right. Get to the shelf and head toward the lights.
  25. The timing here can be tricky. Wait until all four lights are on. Three will turn off, so run to Light 3, the third from the left. When Light 2 turns off, step under it. Next, all the lights but Light 1 will be off and run to the button and hit it.
  26. Pushing the button kills the lights, so return to the stack of books. Use the upright book to ledge jump back over and get to Slinky and free him.
  27. Now drop down and dodge the patrols headed along this wall toward the last holding area.  Ham is being held in the bluish one.
  28. CARD: Along the wall, to the right as you approach Ham’s area, look for a blue table. Underneath it is the card. This is right under the area with all the moving lights that you need to traverse to free Ham.
  29. Duck under the lights and they’re out of sync, but easier to avoid than the others.
  30. CARD: When you enter Ham’s area, check the corner of his cell for a card.
  31. Use the pink ramp to get onto the counter and head right. Dodge the first, moving light and climb the shelf beyond it. Wait until the vertical one is down, then jump to the higher shelf and climb up.
  32. CARD: Jump onto the red ledge on the window behind this platform. Shimmy right and jump across to the other ledge to snag the card. Then head back.
  33. On the red window ledge, climb to the top and shimmy left to avoid the first light. When you reach the second, wait till the light is below you, then ledge jump to the other side.
  34. Hop down and head back to Ham. Free him to end the mission.
  35. ACHIEVEMENT: You get the “Making a Break for it” Achievement for finishing the mission.

Trash Thrash

The Shredder

  1. To start, you have to avoid being drawn by the conveyor belt into the shredder at the far left side of the screen.
  2. To make matters worse, you have to defend three alien toys from being shredded as well. Basically, your job is to toss them to the right side of the screen.
  3. You can move the aliens by hitting them with the dash maneuver by hitting Y, or by picking them up and throwing them with X and RT.
  4. The dash method of controlling the toys is preferable here most of the time. You can knock the toys back while also traveling away from the shredder. Picking up the toys and throwing them takes longer.
  5. NOTE: You can also knock the metal cubes out of the way with the dash move.
  6. After you’ve protected the toys for awhile, the bin at the top of the screen opens. Knock or throw the three aliens inside it to save them.
  7. Once the aliens are safe, the conveyor picks up speed. You only have to survive for a short while on the belt.
  8. The best way to keep away from the shredder, as well as avoid the numerous metal cubes in the way, is to jump a lot. Double jumping puts you over the cubes without your losing speed to the belt.
  9. Keep jumping and running away until the shredder stops.

Saving the Toys

  1. In the next section, guide Buzz through the vent and out of the grate by crashing through it with dash. Drop down to the catwalk.
  2. Push the block out of the way with X and the Analog Stick. You’ll soon come to a dead end.
  3. Switch to Woody with LB. Crash down through the grate and go right. You’ll come to a gap where you can use Woody’s swinging move with X. It pulls a switch that clears the way for Buzz for a short while.
  4. MEMORABILIA: At the end of Woody’s swing, use the double jump to get onto the ledge above the walkway where you would normally
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