Toy Story 3 Walkthrough :
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Walkthrough - FAQ/Walkthrough******************************************************************************* ******************************************************************************* Toy Story 3 Video Game Guide/Walkthrough Version 1.4 Last Modified: Friday, July 10, 2010 ******************************************************************************* This guide has been written by Jason Kline aka Scrapdaddy. Copyright 2010 Jason Kline. This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to use my guide on another website, please ask me for permission first. Sites allowed to use my guide - GameFAQs.com - xbox360achievements.org - IGN.com - neoseeker.com - supercheats.com - CheatCC.com =============================================================================== TABLE OF CONTENTS (Search tag) =============================================================================== (1) Introduction (x01) (2) Controls (x02) (3) Story Mode Walkthrough (x03) a. Level 1 Train Rescue / Loco Motives (x03a) b. Level 2 Andy’s House / Hold the Phone (x03b) c. Level 3 Buzz Video Game / To Infinity and Beyond (x03c) d. Level 4 Sunnyside Daycare / Fair Play (x03d) e. Level 5 Bonnie’s House / Witch Way Out (x03e) f. Level 6 Prison Break / Hide and Sneak (x03f) g. Level 7 Junkyard / Trash Thrash (x03g) h. Level 8 Haunted Bakery / Muffin to Fear (x03h) (4) Toy Box Mode Walkthrough (x04) a. Main Town (x04a) b. Slinky's Farm (x04b) c. Return to Main Town (x04c) d. The Town Dam / New Town (x04d) e. Return to Slinky's Farm (x04e) f. Zurg's Spaceport (x04f) g. Return to Main Town (again) (x04g) h. Sid's Haunted House (x04h) i. The Enchanted Glen (x04i) j. Return to Main Town (yikes) (x04j) k. Return to Slinky's Farm (again) (xo4k) l. Stunt Park (x04l) m. Return to Main Town (last one, promise) (x04m) n. End Game (x04n) (5) Achievement Guide (x05) (6) Gold Star Mission Guide (x06) (7) Pict-O-Matic Mission Guide (x07) (8) Toy Box Collectibles Check List (x08) (9) Miscellaneous (x09) (10) Credits (x10) (11) Contact Me (x11) (12) Revisions (x12) =============================================================================== Introduction (x01) =============================================================================== Welcome to my Toy Story 3 Guide and Walkthrough for the Xbox 360. This guide is written with the idea of getting you through the game as easily as possible while obtaining all the achievements at the same time. I’ve wrote it for the 360 version of the game but other than differences relating to controls, the core game play should be mostly the same on other systems. You can use the search tags listed to the right of each section of the Table of Contents in your web browser's find menu (ctrl+F for PC) to jump to that specific section. This is one of the better movie tie-in games I’ve played to date which is why I wanted to write my first guide for it. The controls are simple and intuitive and really bring to mind the Sly Cooper games from PS2. The game is split up into 2 parts, first is a fairly linear story mode and the other (the Toy Box) is like a sandbox game where you run around and complete various missions and search for capsules to upgrade your people and town, etc.. This is a great game for kids and adults. There is nothing too terribly hard but I’ll try to be as in-depth as possible. Step 1 - Play through story mode FIRST. You'll need all the collectibles from story mode to open up items and events in the Toy Box mode. The locations of all story mode collectibles are spelled out within the Story Mode Walkthrough below. In addition to grabbing the collectibles you'll also want to do "No Toy Left Behind", "Space Ranger Elite", "True Carny", and "Sneaky Sneaky" on their respective levels. This portion of the game will take 4 - 6 hours depending on skill. Step 2 - Now you can work on the "Toy Box" mode. The big focus here is finding all the prize capsules, completing the missions, and doing the tasks to earn gold stars. This is time consuming and some of it will depend on how lucky you are in finding the capsules and completed the tasks for the stars. If you use my detailed Toy Box walkthrough below, you will collect everything. Expect to be running around for 8 to 10 hours here. Please note to SAVE often as the game does NOT auto save after missions or collecting an item. If there is anything you don't want to repeat, be sure to save right after it. Step 3 - Cleanup anything you may have missed. And if you haven't already done it then now is a good time to do Mapnipulator. Hope you had fun with this great game and if you hated it, well maybe the guide will help make it less painful. Thanks for reading. =============================================================================== Controls (x02) =============================================================================== Controls are simple enough and taught via onscreen prompts as you play. The basics are below: Story Mode ---------- Press "A" to jump Press "A" and then "A" again for a double jump Press "B" to drop from a hanging position Press "X" for a character’s special move Woody will use his pull string to swing across gaps. Buzz will pick up one of the other characters to toss them. Jesse will be able to perform pinpoint landings while in air. Press "Y" to shoulder charge and dash Press "LB" to switch characters Press "LT" to target Press "RT" to fire Toy Box Mode ------------ Same as Story Mode with a couple of extras actions listed below: Press "X" to talk to people. Press "X" to pick things up and carry them. Press "X" to pick things up then press "RT" or "X" to throw or "B" to drop. While carrying someone you can also jump and press "RT" or "X" to kick them. Vehicles / Animals Press "RT" for gas / speed up Press "LT" for reverse =============================================================================== Story Mode Walk Through (x03) =============================================================================== =============================================================================== Level 1 - Train Rescue / Loco Motives (x03a) =============================================================================== You start the level riding on Bullseye. Right in front of you is a fence, so press "A" to jump over it and immediately head to your left. Jump up onto the ledge and ride it up and over the top of the arch and follow the path to your first collectible (Round-up Card #7). While you are falling align yourself to land on top of the small rock for your second collectible (Round-up Card #4). Now weave left and right down the trail and as soon as you get out and start turning left, Ham will blast a laser and destroy a portion of the cliff side. Now, before the cliff falls away, dash over to grab the third collectible (Round-up Card #8). Keep following the trail and grab the Al’s Toy Barn token that’s in front of you. These tokens are not required to get 100% of the collectibles so I’m not going to call them out anymore unless it’s to help with directions. Jump the upcoming gaps and then one final big leap puts you inside a mine cave. There is a fork in the road so you are going to want to head left. Jump the gaps as they come and at the end of this portion you will run into the fourth collectible (Round-up Card #3). Continue on leaping the gaps as you go and you will shortly be back outside racing up to the train. Keep following the trail around and leaping the gaps as they are created and Woody will reach the train. Once onboard, move straight ahead and use "Y" to smash the door. A spaceship will crash through and you will see Buzz for the first time. He tells you it’s time to save some orphans and fly off. The first orphan is right in front of you so press "X" and Buzz will fly in and carry them away. Afterwards, the fifth collectible (Round-up Card #2) will appear directly in front of you so grab it and move on. Continue along the train and you will get to a portion that you need to double jump to get across. Do so and Buzz will grab a spaceship and toss it at the train. Leap across and you’ll see an orphan in a cage. Use "LT" to aim at the target and "RT" to fire a ball. Then press "X" to release the orphan and collectible six (Round-up Card #6) will appear. Now just ahead and to the left is a white rectangular crate, shoulder charge with "Y" and get collectible seven (Townsperson - Woody). Kill off the alien by launching a ball at him and then pick him up with "X" and throw him overboard. Moving forward, 3 more aliens will appear so take them out too and you’ll see orphan number 3. Save him and shoulder charge the door to move on. Up the ramp will be the eighth collectible (Round-up Card #5). Now when you leap up you will be on the top of the train. You need to move forward dodging the hazards by moving left or right and leaping over the yellow and black barriers. At the end you’ll drop down and see three cows and an alien in the background. Move forward and the alien will get launched into the air. Grab a cow with "X" and carry it to the launcher and send it sailing. Now toss a ball at the target and hop on yourself. You’ll land directly in front of the fourth orphan. Rescue her and you’ll see that the cow you launched created a hole with the ninth collectible (Special Card #1) inside. Also, just ahead and to your left you’ll see the tenth collectible (Round-up Card #1). Now Ham will appear at the end of the train and you need to move from crate to crate killing the small aliens as you go. At the end there are two crates, one on each side. Hide behind one, wait for Ham to fire 3 shots then quickly pop out target him with "LT" and fire a single ball with "RT". Pick off any remaining aliens and move forward and take out the next four aliens. On the left you’ll rescue orphan number five. Once Buzz flies off, you can use the toppled crate to reach the top. Make your way along the wood pieces taking care to not fall in. A short distance ahead you’ll come to your sixth and final orphan. Achievement Unlocked! (No Toy Left Behind) This level's final collectible, number eleven (Andy’s Memorabilia) should now be on the next ledge so hop on over and grab it. Continue along the wood planks leaping and dodging as needed and when you come to the end drop down and get behind a crate. Same as before, move from crate to crate taking out aliens along the way. Once you reach the end target Ham again and a single ball will end the level. Achievement Unlocked! (Train Catcher) =============================================================================== Level 2 - Andy’s House / Hold the Phone. (x03b) =============================================================================== You’ll now be prompted to enter the "Toy Box" mode of the game. Before continuing along in story mode there are a couple of things that we need to do. First, just press "Y" and complete the "Destroy the Old Shack" mission. You’ll then be given the mission "Clean up the Town". Follow the compass in the lower right and smash three more old shacks. They are highlighted with a green light. Once you are finished with that, find Ham again. He should be next to the Al’s Toy Barn machine. Look for the yellow light. He will give you the mission "Give the Alien a Hat". Pick up the alien and toss him into the shop as prompted. Then, pick which ever hat you like for the alien to complete the mission. Talk to Ham again and he will give you the mission "Paint any Building in Town". Walk into the light and press "X" to open the customization screen. Select the "Walls" option and pick whichever option you like and press "A" to confirm. Talk to Ham one more time and you’ll get the mission "Talk to Stinky Pete". Just behind Ham you should see Pete in the distance with a green light marker. He will give you the mission "Mine Some Gold" and a pickaxe. Turn around and find the nearest gold vein marked with a green light. Run over and press "X" and you will get some gold and Bullseye will be available for purchase at the store. Achievement Unlocked! (Welcome to Town) Head to the store, again this is the Al’s Toy Barn Chicken machine, and purchase Bullseye for $1000. Achievement Unlocked! (First Sale) Now you have a decision to make: you can jump down to the "TOY BOX" section of the guide and keep doing various missions, customizing your town and create different people OR you can now jump back out to the Story Mode. For the purpose of this guide we are going to go back to story mode. So press the start button, save your game and exit to the game board. You’ll find yourself on the "Game Board". First thing to do is move all the way to the left and find the dice and press "A" to roll them. Then find the yellow boat right beside and press "A" again and it will dip into the water. Now up top, you will see a red and a black checker token. Press "A" and they will flip. Now, heading to the right you will see a cannon, so once again press "A" and it shoots a stopper. Below that is a fish so click on it to open and close its mouth. At the top right you’ll see a treasure chest so click on it to open it. And finally, on the far right is a chess knight. Click on it and it will rock around. Achievement Unlocked! (Mapnipulator) Now find "Andy’s House" on the Map and press "A" to start the level. As soon as you start, run straight ahead under the bed to find the first collectible (Townsperson - Jesse). As you come out from under the bed, you will see Jesse and Buzz right in front of you. Run past them and jump inside the orange trash can with a teepee on it for the second collectible (Round-up Card #12). Now head to the right and you will see a red box that you can push out of the way to reveal the third collectible (Round-up Card #9). Jump onto the boxes right in front of you and double jump to the desk. Cross the desk and double jump to the boxes along wall and you will see a long vertical box that has a "?" on top of it that teaches you the "ground pound" move. Try it out now and the box you are standing on opens to reveal the fourth collectible (Round-up Card #15). You can either run all the way back around to get to the top again or simple wall jump back up. To wall jump, press "A" to jump towards a wall and then when you touch it press "X" to bounce the other way and just repeat to reach the top. Now run along the window sill being careful to not get knocked off by the blinds and you’ll reach the top of the bed. Cross the bed and leap to the box with the "?" on top. Again, perform the ground pound for the fifth collectible (Round-up Card #14). Climb back up to the top and leave Woody there looking at the dresser past the door. Switch to Buzz by pressing "LB" and head to the area you left Woody by wall jumping up to him. Grab Woody with "X", aim and toss him to the dresser by pressing "RT". The drawers will open and reveal the sixth collectible (Round-up Card #18). Just switch to Woody and drop down to get it. Run back across the room and climb to the top of the computer desk again. Now change back to Buzz, run over to the desk and grab Woody again. This time you are going to toss him to the shelf that has the soccer ball on it. Switch to Woody and while standing on the middle of the shelf you should be prompted to press "X" to perform your special move. Do so, and you will swing up to the top shelf so you can grab the cell phone. Press "X" to pick it up and you’ll have a cut scene. You are now in the basement so the first thing you’ll want to do is head straight toward the bottom of the stairs. As you get close you should see four electrical outlets. To the left of those is a dark brown vent that you can break through with "Y". Head on in and grab the seventh collectible (Special Card #3). Now jump all the way to the top of the stairs and up to the top of the box that you find there for the eighth collectible (Andy’s Memorabilia). Hop on top of the stair rail and you will slide all the way down to the bottom landing on the ironing board. Right by the iron is the ninth collectible (Round-up Card #13). Hop down to the ground and head slightly past the stairs to the red box that has an Al’s Toy Store coin on it. Jump on it and then jump toward the wall and Woody will hand from it. Shimmy to the left and jump the gap and then press up and jump to the one above you twice. Shimmy to the right, jump the gap and then up to the top of the shelf. The first army guy is sitting there so grab him will "X", aim for the phone that’s in the middle of the room and toss him with "RT". Guide him between the laundry by moving left or right to change direction, pressing up to speed up and down to slow down. Once you see your shadow completely on the shelf press "B" to land near the phone. Now jump on top of the blue container right by you and head to the top of the refrigerator for the tenth collectible (Round-up Card #10). Look to your left and you’ll see a small shelf with a window beside it. Jump down and grab the red handle with "X" and then slide the door to the left. Run inside the opening and grab the eleventh collectible (Round-up Card #17). Now grab the second army guy hanging there and toss him toward the red belt hanging in front of you. You’ll want to press up to speed past the belt, head left to miss the lawn chair and then press back to slow down and finally press "B" to land on the shelf like before. Now continue along the shelf and do a big double jump to the tool bench below. You’ll land with a thud and knock some boxes over. Drop back down to the ground and head back towards where you left Buzz and Jesse. There should be a red laundry basket that you can push over to the laundry machine. Do so and climb on top for the third army guy. Now do NOT throw him to the phone yet because we are going to send him on a secret mission. Pick him up and look for an orange pumpkin on top of a stack of boxes. Right beside the pumpkin is the twelfth collectible (Round-up Card #16) so give him a toss and guide him to land on it. If you push up the whole way you should have no problem getting him over there. He’ll automatically teleport back to you. Now pick him up again and look towards the phone. You are going to need to throw him to the right of the blanket and then curve him into the shelf. Almost done, just need one more. You now need to switch to Jesse and climb up to the tool bench on the boxes that Woody knocked down earlier. Straight ahead are 3 red darts that you will hop on. Jump and press "X" in the air to land on the first one. Then double jump straight up and press "X" at the top of your jump to land on the top one (or you can zigzag to the middle dart first and then the top one if you like). From the top dart jump left to the small shelf and follow it around to the end. Jump to the red bracket and press "X" to land on it. Repeat one more time for the second bracket and finally leap to the shelf. Before grabbing the final army guy, push aside the bottles of cleaner for the thirteenth collectible (Round-up Card #11). This will unlock a prize at Al’s Toy Barn on the game board, the "Saddle-Up Race" for play in the Toy Box mode. Now grab the army guy and you need to thread him through the green inner tube. Give him a toss and first slow down until you are the right height and then speed up thru the tube and onto the shelf. Achievement Unlocked! (Off the Hook) =============================================================================== Level 3 - Buzz Video Game / To Infinity and Beyond (x03c) =============================================================================== First if you are going for all the achievements then a story based one is coming up. You need to make it all the way to Zurg’s Base without dying. You can take hits, just don’t die or fall of a ledge. If you do die don’t worry about it as you can just replay the level over and over until you have it mastered. Now, let’s move on to the mission. Move your crayon to the purple globe and press "A". After the cut scene you’ll be flying as Buzz through a canyon. Fly through the canyon avoiding walls and blasting asteroids with "RT". Eventually you’ll come to a relatively open area with a ton of asteroids in it. Stay in the middle and just blast everything you can. The first collectible (Star Command Card #8) will be right in front of you at the end. Continue on and grab the health power-up if you need it. Next you will be introduced to the "wall" obstacles. To get by these just press "A" and move left or right to quickly roll out of the way. You can also use it to go up and down but I always had time to just move up and down so I didn’t really use it much for that. Work your way thru, avoiding walls and blasting asteroids and you’ll come to another health power-up. You’ll come to another relatively open area with asteroids although this time you will also have walls to avoid. At the end is the second collectible (Star Command Card #4) and it will be right in the middle again. You’ll have another dodge the walls section and then fly past some large green crystals. Now be ready for this next collectible. As you are dodging the next group of walls it will come right around the corner of one of the walls and you’ll barely have enough time to react. If you are quick you’ll nab the third collectible (Star Command Card #1). Continue bobbing, weaving and blasting and eventually you’ll get a cut scene and Buzz will land. Just run straight ahead and things will be crashing and exploding all around you but you won’t get hit so don’t worry about it. There will be a slight right and then a leap over a gap followed by a huge explosion that will throw you into the air. After you land, run straight ahead toward the rock ramp and leap to the next ledge. This ledge will break off so keep moving ahead and go past the big crack on your right. A large asteroid will now be filling the sky so just keep running ahead and brace for impact. Don’t worry about dying because this part is scripted and you will end up on a floating platform. Directly behind you on another platform is a health power-up if you need it. Now turn back around and jump to the next platform. Try not to land to far away from the edge because the whole thing will shatter on impact and send pieces flying. You can now hop from piece to piece to get across. As you make your way along you’ll across a couple of more big pieces that will splinter so be careful. You will get a message that tells you to press "A" and then "A" again to hover. Use this to get to the ledge that has the "?" on it. Look on the ground and it will show you some fault lines. Be sure you are not standing on one of the lines and do a "ground pound" to shatter the platform. This will send pieces flying that you can hover to on the way to the next large platform. Same thing, watch for fault lines and pound away. Hover across to the two new platforms and over to the huge area that has 3 Al’s Toy Barn coins right in front. You’ll see 3 blue crystal clusters coming out of the ground. From a distance, pull "LT" to lock on to the one that is shaking and the press and hold "RT" to concentrate your laser fire until is explodes. This will create an air geyser and a Zurg Bot will teleport in. You can fight the robots if you want but if you are trying not to die you might not want to risk it. Either way, the next thing to do is jump into the geyser and it will shoot you out to the next section that shatters on impact. Scramble and get on safe footing. Now, head to the left platform and then jump across the next couple of platforms. Be sure to stop along the way to explode the blue crystal cluster off to the left. Continue on unto you get to the platform near the next health power-up and destroy the floating mine from a distance. You do need to be close enough for it to open though. Next look left and destroy another crystal cluster. Now hop to the big platform and perform yet another "pound and shatter" move, taking care to stand somewhere safe first. Hover to the small platform and shoot the mine, jump to the next platform and shoot that mine. Now hop to the next platform and it will splinter. In front of you is the next collectible floating on a small platform that’s too far to hover to. Instead shoot the blue crystal to the right and quickly jump to the platform that shoots across. Then quickly hop to the fourth collectible (Special Card #4) and back onto either the first or second platform while they pass. If you are going for the "don’t die" achievement, you may want to skip this card and come back for it later. If you skip it, you still need to destroy the blue crystal cluster on the right because ultimately the two platforms that are created by the explosion end up as part of the path you’ll be taking. Whatever you decide to do, the next step is to head along the path to the left to the next huge platform again marked with 3 coins in front. Shoot the vibrating crystal cluster and this will break out two small pieces into the air and also two little probes will appear. Kill the probes and jump their shockwaves. Now head to the floating platforms, jump on top of one and "ground pound" it back into place. Now Zurg Bots will teleport in. If you’re fast you can just double jump up to the second floating platform and then pound that one back into place. Then, dash over and jump into the geyser and fly away without fighting. Or you can go around destroying all the robots as they teleport in and then pound the last piece into place. Your call, but again if you are going for the "don’t die" achievement you might not want to risk the fight. Now, you land again and it shatters the platform. Find safe ground and look out in front of you at the final batch of floating platforms and mines. In the middle of this are you should see the next card. Hop on to the large platform and ride it around, then leap off to the fifth collectible (Star Command Card #3). Pan the camera to the right and you’ll see the next card through some purple mist. Hop and hover along the platforms and ride them to the sixth collectible (Star Command Card #7). Finally we are heading to the final huge platform. Hop back to the platform you just came from and if you haven’t figured it out by now all these platforms are floating around in small independent circles. Just wait for the platform you are on to make its way around and leap to the final group of platforms. Ride this around to once again find three coins at you final destination. On this last huge platform are more crystal clusters and four small probes. Kill the probes and jump the shockwaves before continuing. After breaking the vibrating crystal, things get crazy. Five chunks float up and you need to pound them all back in before continuing. At the same time a group of Zurg Bots teleport in and start attacking. Destroy them all or double jump to the next platform and pound it back into place. Now for the next three platforms you’ll need to first jump into the geyser and then float to the tops of them. Kill anything that gets in your way and if things get messy, you can always destroy one of the other crystal clusters to create an explosion that will take out anything close by. This includes you so keep your distance if you do that. After getting the fifth platform into the ground, a larger Zurg Bot will teleport in and the small ones will keep coming. Just kiss them all goodbye while you run away and hop into the air geyser to safety. When you land, a single cannon turret will open which you can easily target and shoot. The famous floor opening scene will take place and you’ll drop into Zurg’s Base. Whew! If you managed to do all of this without dying then congratulations and Achievement Unlocked! (Space Range Elite) Again, if you missed out on the achievement you can always replay the level again. Now that you are familiar with it, the second run through will be easier. Once inside the base, head through the door directly in front of you. Now follow the vent shaft around and avoid the spikes. After the second set of spikes you’ll come to a small opening on the left that is glowing red. Head in there and shoulder charge (press "Y") to break open the vent and land in the room below. Target and blast the crystal to open the red barrier then drop down the hole. Move thru the shaft, leap over the electricity and finally use a ground pound to smash thru the vent at the end. Head to the right avoiding the electricity and you’ll come to a huge drill. Move to the right past the drill and you’ll see the seventh collectible (Townsperson Buzz) floating up in the air. A couple of wall jumps and it’s yours. You need to be in the middle of the wall for the jump, not all the way back or in the front. This might take some attempts to adjust your alignment but it will be yours in the end. You’ve come too far to not get it now. Go back to the middle of the drill and when the small ledge comes along the bottom grab onto it. Now you need to slowly keep shimmying to the right and you will gradually work your way up the drill. Just be sure to not get to close to the electricity on the sides and you’ll be fine. Once at the top, leap and pull yourself up and grab the eighth collectible (Star Command Card #5). Head to the right avoiding the electricity and then double jump and land in between the two electric "walls" to drop down to the next section. Follow the shaft around avoiding more electricity and the grab the health power-up at the end if you need it and bust through the grate on the ground. Immediately turn towards the screen and start running from the spikes until the door slams closed. Now jump to the green platform on the left, the second yellow platform in the middle, the next blue platform on the left and finally to the end. Press "Y" to dash through the vent grates ahead and dash again to avoid the closing spikes. You’ll come to a room with 4 turrets on the wall and two Zurg Bots will teleport in. Destroy everything then hover to the right platform avoiding the red barrier. Three more robots teleport in so take them out and look to the left platform. Just left of that and right below the red barrier is another crystal so destroy it and jump to the left platform. Turn 180 and look at the platform you just came from. To the left of it and below the red barrier is another crystal so destroy that one to and the barrier goes with it. Drop off the ledge to the left and you should land right beside the ninth collectible (Star Command Card #6). Turn around and head toward the coins then smash through the vent and you’ll drop into yet another shaft. Follow it around avoiding the electricity and smash through the grate in the ground again. Move to the left and you’ll come to another drill device. This one is a little trickier but still handled the same way as the last. At the opening, jump up and grab the ledge and quickly start moving to the right. Once you are high enough, ride the drill to the left to the next opening and quickly start moving right again and keep going until you reach the top and can leap to safety. On top of the drill is the tenth collectible (Star Command Card #2). Head to the left and leap into the gap between the two electricity nets to drop into another shaft. By now you know the drill so just follow it around and grab the health power-up if you need to then drop through the grate again. Immediately start running toward the screen to avoid the spikes but this time you’ll need to dodge left, then right and finally jump over the last barrier to make it to the safety zone. Leap across the colored platforms like last time and you’ll be in a room with turrets on the walls and Zurg Bots everywhere. Take out the wall turrets and the large Zurg Bots then focus on the smaller ones. Or do whatever works for you. The floor will open and you will drop through a series of electrical barriers on your way to the bottom. Now we finally get to face Zurg himself. He will rise from the center of the room just like in Toy Story 2. Shoot the crystal underneath his platform by locking on with "LT" and shooting by holding down "RT". This will disrupt his shield and cause him to drop. Now train your laser on him until he falls back. Zurg Bots teleport in so take them out as quick as you can. Zurg will now rise out of the floor a second time while even more Zurg Bots teleport in. Shoot the crystal again and drop the shield then shoot Zurg himself and he’ll fall back a second time. Now it goes crazy with more robots and Zurg comes back the third and final time. Just focus on dropping his shield again, taking out whoever is in your way and grabbing health power-ups as you need them. Once the shield is gone start blasting Zurg and he will be toast. Achievement Unlocked! (Defeat Zurg) =============================================================================== Level 4 - Sunnyside Daycare / Fair Play (x03d) =============================================================================== Let’s move our crayon to the daycare and press "A" to start. Right off the bat switch to Jesse turn to the left and you should see a coin capsule thru the arch. Jump up to it and run straight ahead along the tops of the bookcases until you get to what looks like some storage bins stacked upside down on top of the blue cabinets. If you look right behind those storage bins you’ll find the first collectible (Star Command Card #14). Hop back on top of the bins and double jump to the overhead light nearby. Turn right and double jump to the next light. Now go left along the light toward the middle of the room and you’ll see some butterflies. Leap and press "X" in the air to land on the first then jump and press "X" again to land on the second butterfly and then jump to the light. Turn right and double jump to the next light and then head left to the end of this light. You’ll see two more butterflies, so leap to the first and press "X" to stick the landing. Double jump and press "X" to land on the next butterfly to the right and finally leap toward the second collectible (Special Card # 2) to grab it and quickly press "X" again to land back on a butterfly. Now from your butterfly perch, leap back to the closest light and look slightly left and you will see two more butterflies. Jump onto the first, then the second and then onto the light right in front of you. You should now be able to jump onto the roof of the green house you started in. In the back corner of the roof is the third collectible (Star Command Card #13). Switch to Woody and jump out the same way we did with Jesse but stop on the first ledge (it’s an animal tank with a red snake in it). Now switch to Buzz, grab Woody move to the edge that is the farthest from the green house and toss him up onto the green roof where Jesse is. Switch back to Woody and head toward the wall with the balloons on it. To the left you should see three golden hooks, so run down the roof slope toward then and make a big double jump toward the first hook. Now while in mid air press "X" and swing from hook to hook using "X" after each release to get your fourth collectible (Townsperson - Daycare). You’ll now be on the ground so turn 180 degrees and head back to the green house. Stand at the bottom of the ramp looking up and you should see a brown stool just around the right hand side. Head over to it and jump on top for the fifth collectible (Zurg Piece - Head). Now head back to the bottom of the ramp but this time face away from it and you should see the back of a large tropical patterned chair. Pan the camera left and you’ll see a purple octopus. On the same shelf but in the opposite corner is the sixth collectible (Zurg Piece - Body). Hop off the shelf and pan left and you should see some kid’s artwork on an easel just past the big chair. Head to it and then around the side and into the middle of the easel where you can jump to reach the seventh collectible (Zurg Piece - Gun). Now pan your camera around until you see Ham. Run toward and then past him and you should see a coat rack with Rex on top. Next to the coat rack is a sink. Wall jump between the two and make your way to Rex who’s on the shelf above the coat rack. Facing Rex, turn 180 degrees and press "X" to swing to the hook and reach the top of the cabinets and the eighth collectible (Star Command Card #15). Go back to Rex. Now switch to Buzz and move him to Rex, pick up Woody and throw him across the big gap to the shelf opposite the hook we just used. Switch back to Woody and straight ahead is a box and a purple shelf with the ninth collectible (Star Command Card #9) on top. Turn left and walk off the edge. You should land on the floor by a robot and a green desk. Right under the green desk is the tenth collectible (Zurg Piece - Cape). Achievement Unlocked! (We Can Rebuild Him) This also unlocks the UFO gun for purchase in the Toy Box mode. Run back toward the green house we started at along the right hand wall. Along the way you’ll see a small gap that you can wall jump on to reach the top of the cabinets that had the storage bins I referred to way back in the first card from this level. Take Woody up the bins and onto that first overhead light again. Now straight ahead are 2 golden hooks. Swing across to the light at the end and take notice of the silver chain running off one of the light corners. Switch to Buzz and climb up the same gap that we just did with Woody except instead of going to the bins head the opposite direction (towards the green house) and stop on a blue bookcase. Pan left and you should see another blue bookcase across the aisle that a nice double jump will get you to the top of. Now carefully hop on the low part of the chain right in front of you and you should "warp" to it and it will take you to the light Woody is on. Pick Woody up and toss him into the open vent straight ahead and then switch to Woody for the eleventh collectible (Star Command Card # 11). Whew! I want to point out that if you are not going for the achievements, all you have to do to continue the story mode is get the qualifying amount on each of the next three events. You can always just move on and come back to try for the perfects later if you wish. Drop out of the vent and head to the robot (Sparks) in the back of the room near the green desk and talk to him for the Teeny Racer Challenge. Race around on the car and smash the block piles. You need to break through all 10 to win the twelfth collectible (Star Command Card #10) and once you complete the task it will be right beside him when you are done. The path I took was as follows: Head straight ahead and you’ll see the first pile on the ground in front of you. Drive thru it and head to the circular tunnel at the end of the aisle. Go through the tunnel and break through pile number two. Make a hard right and head up the ramp of the green house for pile three. Press "Y" to flip your car 180 degrees and go back down the ramp. Right in front of you on the ground is the fourth pile. Speed straight toward the white-board ramp and land on the table for pile number five. Turn left and cross the small blue ramp to the next table for the sixth pile and drop to the floor. Turn right and straight ahead should be a curved ramp with a block pile up in the air. Speed toward the left side and you’ll be sent up and through the seventh pile. When you land, if you are facing the curved ramp, you should see the eighth pile to the right, so smash it and head through the tunnel it was in front of. Straight ahead, you should see another white board ramp so speed on up for the ninth pile. Drop off the ledge and make a U-turn toward the right and you should see the tenth pile on top of a short red ramp. That’s the last one and you should have plenty of time to spare in case you made a mistake. Now find the green bug like guy (Twitch) near the ramp by the green house. Talk to him for the "Horseback Balloon Pop" which is a race around on Bullseye. Complete the event by popping all forty of the balloons and you’ll unlock the thirteenth collectible (Star Command Card #12). After you’ve done it, the card will be right beside him. My path was to go straight ahead for the first batch of five jumping to reach the last few. Continue along the ground passing a green chair on your left and you should see two storage bins that you can jump onto to reach the five on the sink. Head off the sink and make a left and you should see the next group of five lined up on a jump between two chairs. Head up the green house ramp and turn left to jump out the window for the next five. Then, go up the ramp again to jump out the right side and head toward the next five along the top of the bookcases. Drop down, turn right and jump on the storage bin and then onto the table to the left. From here hop across the other two gray storage bins to the green desk and another five balloons. Turn right, drop down and you should see another gray storage bin to the left of the palm tree. Use that to get on to the other table and then slightly left is a gray tub on a chair that you can use to reach the five on the green bookcase. As you grab these five, be ready to keep heading straight ahead by hopping onto the next set of gray bins and finally to the last five balloons on the pink shelf. And finally head to the rocky brown dude (Chunk) near the big chair for the "Alley Throw" event. This is the toughest mini game yet and you need to stop ALL one hundred aliens for the fourteenth collectible (Star Command Card #16). You are allowed no misses. Only helpful tip I can offer is that you can hold down the "RT" button for a pseudo rapid fire that will save you from button mashing over and over again. If you get in a jam, take out the rushers first (red suits) then make sure no leapers (white suits) are coming at you. The regular blue guys are the least of your worries because they stop at the bins before moving to the next one for cover. Good luck! Once you get all one hundred of them, Achievement Unlocked! (True Carny). Just like the last two events, your card will be right beside him when you are done. You are now prompted to go see Lotsa (the pink bear) back in the green house. So run up the ramp and he’ll be there on the left. Talk to him to end the level. Achievement Unlocked! (Carnival Conqueror) =============================================================================== Level 5 - Bonnie’s House / Witch Way Out (x03e) =============================================================================== Once again move your crayon over the newly opened area and press "A". Now wait for the coffee to rise a bit and jump to the pink stool. Wait a bit more and then get on top of the green chair that pops up on the right. Then jump to the picture frame, blue framed picture, gray box, white purse and pink cushion. Wait for the red box to float in front of you, then quickly leap to it and then onto the next picture frame. Run past the orange juice and milk carton then leap onto the blue platform. Jump off to the light and look up near the bulb. You should see the first collectible (Toys Card #1). From the edge of the platform you are standing on, you should be prompted to press "X". Do so to swing up and grab the card. Jump to the picture frame and you’ll have a short cut scene. Jump to the chair that just appeared then to the ledge with the green book. Head right, then dash (press "Y") through the block pile. Now, wall jump up the gap, dash at the red book to knock it down then drop down and turn left. Dash through this block pile to grab the second collectible (Star Command Card #18) and then head to the right again. Hop on top of the pile of books and the grab the wall ledge. Shimmy to the right, jump the gap and press "B" to drop down on the book for the third collectible (Toys Card #5). Keep heading right with a ground pound, a dash to break the block pile and then a wall jump up to the top. Run left, dash through another block pile and wall jump up to the top again. Wait here for a second and the coffee will bring you the next platforms to cross. Jump across two books and then start running toward the screen before you get knocked off. When you can, jump to the right to avoid the picture frame coming at you. Now you’ll see some moving platforms made out of sponges. Jump on to the first one and hang there. Wait for it to rotate and come to a stop. When the next one comes down and stops, jump straight up to grab it. Now this sponge is also going to also rotate and come to a stop. When the shoe above you stops above your sponge, that’s your cue to jump straight up again. Move to the right side of the shoe and now you are going to be waiting for the opportunity to jump up to the ruler. When the ruler comes down to the shoe, hop up to it and shimmy to the right. You want to be sure to line yourself up with the green bar of soap in the background and when it comes to you and stops, press "B" to drop down. Ride it to the piece of wood and then drop down on that. Run straight ahead and leap to the next bar of soap. Wait for a moment then leap to the next bar of soap on your left. Drop down to the next one and wait for the soap on the left to flip. As soon as it does, leap to it and then leap to the next shelf. Turn left and dash to knock down the blue bag. Next, you need to leap onto the block pile and then onto the purple shelf to the left. You should see a helicopter floating there so press "X" to swing from it and then swing from the next two to land on the fourth collectible (Toys Card #6). Head back the way you came and now jump up to the next ledge heading to the right. As soon as you land, you should see the fifth collectible (Toys Card #4). Next you want to keep heading to the right, up the blocks and then turn to the back wall and jump up the wall slats. Follow the paint smear trail that is on the wall and you’ll see it turn to the left. That’s where you are going too. Leap over, shimmy left and leap to the crayons. Jump up the crayons and quickly move right to the floating book and then straight across to an orange book. A block pile will appear so dash through it and grab the sixth collectible (Toys Card #2). Get back to the floating book as fast as you can and ride it up, then head to the left. You’ll get to an egg crate and a pink book will come down. Hop onto it and ride it up into the hamster cage. There is a blue platform in there with you so use that to double jump to reach the bottom of the tunnel leading up, then wall jump to the top of the tunnel. Inside this cage is the seventh collectible (Special Card #6). Drop back down and continue to the right through the tunnel. Hop onto the blue book and the walls of the house will |
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