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    Toy Story 3 Video Game Guide/WalkthroughVersion 1.3

    Last Modified: Friday, July 2, 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 forpersonal, private use. It may not be placed on any web site or otherwisedistributed publicly without advance written permission. Use of thisguide

    on any other website or as a part of any public display is strictlyprohibited, and a violation of copyright.

    All trademarks and copyrights contained in this document are owned bytheirrespective trademark and copyright holders.

    If you wish to use my guide on another website, please ask me forpermissionfirst.

    Sites allowed to use my guide - CheatCC.com- xbox360achievements.org- IGN.com- neoseeker.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 Andys House / Hold the Phone(x03b)

    c. Level 3 Buzz Video Game / To Infinity and Beyond(x03c)

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    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)(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. Thisguideis written with the idea of getting you through the game as easily aspossiblewhile obtaining all the achievements at the same time. Ive wrote it forthe360 version of the game but other than differences relating to controls,thecore game play should be mostly the same on other systems. You can usethe

    search tags listed to the right of each section of the Table of Contentsinyour web browser's find menu (ctrl+F for PC) to jump to that specificsection.

    This is one of the better movie tie- in games Ive played to date wh ich iswhyI wanted to write my first guide for it. The controls are simple andintuitive

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    and really bring to mind the Sly Cooper games from PS2. The game is splitupinto 2 parts, first is a fairly linear story mode and the other (the ToyBox)is like a sandbox game where you run around and complete various missionsandsearch for capsules to upgrade your people and town, etc.. This is agreat gamefor kids and adults. There is nothing too terribly hard but Ill try tobe asin-depth as possible.

    Step 1 - Play through story mode FIRST. You'll need all the collectiblesfromstory mode to open up items and events in the Toy Box mode. The locationsof all story mode collectibles are spelled out within the Story ModeWalkthrough below. In addition to grabbing the collectibles you'll alsowantto 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- 6hours depending on skill.

    Step 2 - Now you can work on the "Toy Box" mode. The big focus here isfindingall the prize capsules, completing the missions, and doing the tasks toearngold stars. This is time consuming and some of it will depend on howlucky youare in finding the capsules and completed the tasks for the stars. If youusemy detailed Toy Box walkthrough below, you will collect everything.Expect tobe running around for 8 to 10 hours here. Please note to SAVE often asthegame does NOT auto save after missions or collecting an item. If there isanything 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 alreadydoneit then now is a good time to do Mapnipulator.

    Hope you had fun with this great game and if you hated it, well maybe theguide 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:

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    Story Mode----------Press "A" to jumpPress "A" and then "A" again for a double jumpPress "B" to drop from a hanging positionPress "X" for a characters 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 dashPress "LB" to switch charactersPress "LT" to targetPress "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" todrop.While carrying someone you can also jump and press "RT" or "X" to kickthem.

    Vehicles / Animals

    Press "RT" for gas / speed upPress "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,sopress "A" to jump over it and immediately head to your left. Jump up ontotheledge and ride it up and over the top of the arch and follow the path toyourfirst collectible (Round-up Card #7). While you are falling alignyourself toland on top of the small rock for your second collectible (Round-up Card#4).

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    Now weave left and right down the trail and as soon as you get out andstartturning left, Ham will blast a laser and destroy a portion of the cliffside.Now, before the cliff falls away, dash over to grab the third collectible(Round- up Card #8). Keep following the trail and grab the Als Toy Barntokenthats in front of you. These tokens are not required to get 100% of the collectibles so Im not going to call them out anymore unless its tohelpwith directions.

    Jump the upcoming gaps and then one final big leap puts you inside a minecave. There is a fork in the road so you are going to want to head left.Jumpthe gaps as they come and at the end of this portion you will run intothefourth collectible (Round-up Card #3). Continue on leaping the gaps asyou go

    and you will shortly be back outside racing up to the train. Keepfollowingthe trail around and leaping the gaps as they are created and Woody willreachthe train.

    Once onboard, move straight ahead and use "Y" to smash the door. Aspaceshipwill crash thru and you will see Buzz for the first time. He tells youits time to save some orphans and fly off. The first orphan is right in frontofyou so press "X" and Buzz will fly in and carry them away. Afterwards,thefifth collectible (Round-up Card #2) will appear directly in front of yousograb it and move on.

    Continue along the train and you will get to a portion that you need todoublejump to get across. Do so and Buzz will grab a spaceship and toss it atthetrain. Leap across and youll see an orphan in a cage. Use "LT" to aim atthetarget and "RT" to fire a ball. Then press "X" to release the orphan andcollectible six (Round-up Card #6) will appear.

    Now just ahead and to the left is a white rectangular crate, shoulderchargewith "Y" and get collectible seven (Townsperson - Woody). Kill off thealienby launching a ball at him and then pick him up with "X" and throw himoverboard. Moving forward, 3 more aliens will appear so take them out toandyoull see orphan number 3. Save him and shoulder charge the door to moveon.

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    Up the ramp will be the eighth collectible (Round-up Card #5). Now whenyouleap up you will be on the top of the train. You need to move forwarddodgingthe hazards by moving left or right and leaping of the yellow and blackbarriers. At the end youll drop down and see three cows and an alien inthebackground. Move forward and the alien will get launched into the air.Graba cow with "X" and carry it to the launcher and send it sailing. Now tossaball at the target and hop on yourself. Youll land directly in front ofthefourth orphan. Rescue her and youll see that the cow you launchedcreated ahole with the ninth collectible (Special Card #1) inside. Also, justahead andto your left youll 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 tocrate killing the small aliens as you go. At the end there are twocrates, oneon each side. Hide behind one, wait for Ham to fire 3 shots then quicklypopout target him with "LT" and fire a single ball with "RT". Pick off anyremaining aliens and move forward and take out the next four aliens. Ontheleft youll rescue orphan number five. Once Buzz flies off, you can usethetoppled crate to reach the top.

    Make your way along the wood pieces taking care to not fall in. A shortdistance ahead youll come to your sixth and final orphan. Achievemen tUnlocked! (No Toy Left Behind) This levels final collectible numbereleven(Andys Memorabilia) should now be on the next ledge so hop on over andgrabit.

    Continue along the wood planks leaping and dodging as needed and when youcometo the end drop down and get behind a crate. Same as before, move fromcrateto crate taking out aliens along the way. Once you reach the end targetHamagain and a single ball will end the level. Achievement Unlocked! (Train

    Catcher)

    ===============================================================================Level 2 - Andys House / Hold the Phone.(x03b)===============================================================================

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    Youll now be prompted to enter the "Toy Box" mode of the game. Beforecontinuing along in story mode there are a couple of things that we needto do. First, just press "Y" and complete the "Destroy the Old Shack"mission.Youll then be given the mission "Clean up the Town". Follow the compassinthe lower right and smash three more old shacks. They are highlightedwith agreen light. Once you are finished with that, find Ham again. He shouldbenext to the Als Toy Barn machine. Look for the yellow light. He willgiveyou the mission "Give the Alien a Hat". Pick up the alien and toss themintothe shop as prompted. Talk to Ham again and he will give you the mission"Paint any Building in Town". Walk into the light and press "X" to openthecustomization screen. Select the "Walls" option and pick whichever optionyoulike and press "A" to confirm. Talk to Ham one more time and youll get

    themission "Talk to Stinky Pete".

    Just behind Ham you should see Pete in the distance with a green lightmarker.He will give you the mission "Mine Some Gold" and a pickaxe. Turn aroundandfind 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 atthestore. Achievement Unlocked! (Welcome to Town)

    Head to the store, again this is the Als Toy Barn Chicken machine, and purchase Bullseye for $1000. Achievement Unlocked! (First Sale) Now youhavea decision to make: you can jump down to the "TOY BOX" section of theguideand keep doing various missions, customizing your town and createdifferentpeople OR you can now jump back out to the Story Mode. For the purpose ofthis guide we are going to go back to story mode. So press the startbutton,save your game and exit to game board.

    Youll find yourself on the "Game Board". First thing to do is move allthe

    way to the left and find the dice and press "A" to roll them. Then findtheyellow boat right beside and press "A" again and it will dip into thewater.Now up top, you will see a red and a black checker token. Press "A" andtheywill flip. Now, heading to the right you will see a canon, so once againpress"A" and it shoots a stopper. Below that is a fish so click on it to openand

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    close its mouth. At the top right youll see a treasure chest so click onitto open it. And finally, on the far right is a chess knight. Click on itandit will rock around. Achievement Unlocked! (Mapnipulator)

    Now find "Andys House" on the Map and press "A" to start the level. Assoonas you start, run straight ahead under the bed to find the firstcollectible(Townsperson - Jesse). As you come out from under the bed, you will seeJesseand Buzz right in front of you. Run past them and jump inside the orangetrashcan 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 oftheway to reveal the third collectible (Round-up Card #9). Jump onto theboxes

    right in front of you and double jump to the desk. Cross the desk anddoublejump to the boxes along wall and you will see a long vertical box thathas a"?" on top of it that teaches you the "ground pound" move. Try it out nowandthe box you are standing on opens to reveal the fourth collectible(Round-upCard #15). You can either run all the way back around to get to the topagainor simple wall jump back up. To wall jump, press "A" to jump towards awalland then when you touch it press "X" to bounce the other way and justrepeatto reach the top.

    Now run along the window sill being careful to not get knocked off by theblinds and youll 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 fifthcollectible (Round-up Card #14). Climb back up to the top and leave Woodythere 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 Woodywith "X", aim and toss him to the dresser by pressing "RT". The drawerswillopen and reveal the sixth collectible (Round-up Card #18). Just switch toWoody and drop down to get it.

    Run back across the room and climb to the top of the computer desk again.Nowchange back to Buzz, run over to the desk and grab Woody again. This timeyouare going to toss him to the shelf that has the soccer ball on it. SwitchtoWoody and while standing on the middle of the shelf you should beprompted to

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    press "X" to perform your special move. Do so, and you will swing up tothetop shelf so you can grab the cell phone. Press "X" to pick it up andyoull have a cut scene.

    You are now in the basement so the first thing youll want to do is head straight toward the bottom of the stairs. As you get close you should seefour electrical outlets. To the left of those is a dark brown vent thatyoucan 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 thebox thatyou find there for the eighth collectible (Andys Memorabilia). Hop ontop ofthe stair rail and you will slide all the way down to the bottom landingonthe 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 redboxthat has an Als Toy Store coin on it. Jump on it and then jump towardthewall and Woody will hand from it. Shimmy to the left and jump the gap andthenpress up and jump to the one above you twice. Shimmy to the right, jumpthegap and then up to the top of the shelf.

    The first army guy is sitting there so grab him will "X", aim for thephonethats in the middle of the room and toss him with "RT". Guide himbetweenthe laundry by moving left or right to change direction, pressing up tospeedup and down to slow down. Once you see your shadow completely on theshelfpress "B" to land near the phone. Now jump on top of the blue containerrightby you and head to the top of the refrigerator for the tenth collectible(Round-up Card #10).

    Look to your left and youll see a small shelf with a window beside it.Jumpdown and grab the red handle with "X" and then slide the door to the

    left. Runinside the opening and grab the eleventh collectible (Round-up Card #17).Nowgrab the second army guy hanging there and toss him toward the red belthanging in front of you. Youll want to press up to speed past the belt, head left to miss the lawn chair and then press back to slow down andfinallypress "B" to land on the shelf like before.

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    Now continue along the shelf and do a big double jump to the tool benchbelow.Youll land with a thud and knock some boxes over. Drop back down to thegroundand head back towards where you left Buzz and Jesse. There should be aredlaundry basket that you can push over to the laundry machine. Do so andclimbon top for the third army guy. Now do NOT throw him to the phone yetbecausewe are going to send him on a secret mission. Pick him up and look for anorange pumpkin on top of a stack of boxes. Right beside the pumpkin isthetwelfth collectible (Round-up Card #16) so give him a toss and guide himtoland on it. If you push up the whole way you should have no problemgettinghim over there. Hell automatically teleport back to you. Now pick him up again and look towards the phone. You are going to need to throw him tothe

    right of the blanket and then curve him into the shelf. Almost done, justneedone more.

    You now need to switch to Jesse and climb up to the tool bench on theboxesthat Woody knocked down earlier. Straight ahead are 3 red darts that youwillhop on. Jump and press "X" in the air to land on the first one. Thendoublejump straight up and press "X" at the top of your jump to land on the topone(or you can zigzag to the middle dart first and then the top one if youlike).From the top dart jump left to the small shelf and follow it around totheend. Jump to the red bracket and press "X" to land on it. Repeat one moretime for the second bracket and finally leap to the shelf. Beforegrabbing thefinal army guy, push aside the bottles of cleaner for the thirteenthcollectible (Round- up Card #11). This will unlock a prize at Als ToyBarnon the game board, the "Saddle-Up Race" for play in the Toy Box mode. Nowgrab the army guy and you need to thread him through the green innertube.Give him a toss and first slow down until you are the right height andthen

    speed up thru the tube and onto the shelf. Achievement Unlocked! (Off theHook)

    ===============================================================================Level 3 - Buzz Video Game / To Infinity and Beyond(x03c)===============================================================================

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    First if you are going for all the achievements then a story based one iscoming up. You need to make it all the way to Zurgs Base without dying.Youcan take hits, just dont die or fall of a ledge. If you do die dontworryabout it as you can just replay the level over and over until you have itmastered.

    Now, lets move on to the mission. Move your crayon to the purple globeandpress "A". After the cut scene youll be flying as Buzz through a canyon.Flythrough the canyon avoiding walls and blasting asteroids with "RT".Eventuallyyoull come to a relatively open area with a ton of asteroids in it. Stayinthe middle and just blast everything you can. The first collectible (StarCommand Card #8) will be right in front of you at the end. Continue onand

    grab the health power-up if you need it.

    Next you will be introduced to the "wall" obstacles. To get by these justpress "A" and move left or right to quickly roll out of the way. You canalsouse it to go up and down but I always had time to just move up and downso Ididnt really use it much for that. Work your way thru, avoiding wallsandblasting asteroids and youll come to another health p ower- up. Youllcome toanother relatively open area with asteroids although this time you willalsohave walls to avoid. At the end is the second collectible (Star CommandCard#4) and it will be right in the middle again.

    Youll have another dodge the walls section and then fly past some largegreencrystals. Now be ready for this next collectible. As you are dodging thenextgroup of walls it will come right around the corner of one of the wallsandyoull barely have enough time to react. If you are quick youll nab thethirdcollectible (Star Command Card #1).

    Continue bobbing, weaving and blasting and eventually youll get a cutsceneand Buzz will land. Just run straight ahead and things will be crashingandexploding all around you but you wont get hit so dont worry about it.Therewill be a slight right and then a leap over a gap followed by a hugeexplosionthat will throw you into the air. After you land, run straight aheadtoward

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    the rock ramp and leap to the next ledge. This ledge will break off sokeepmoving ahead and go past the big crack on your right. A large asteroidwillnow be filling the sky so just keep running ahead and brace for impact.Dont worry about dying because this part is scripted and you will end up on afloating platform.

    Directly behind you on another platform is a health power-up if you needit.Now turn back around and jump to the next platform. Try not to land tofaraway from the ledge because the whole thing will shatter on impact andsendpieces flying. You can now hop from piece to piece to get across. As youmakeyour way along youll across a couple of more big pieces that willsplinterso 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.Lookon the ground and it will show you some fault lines. Be sure you are notstanding on one of the lines and do a "ground pound" to shatter theplatform.This will send pieces flying that you can hover to on the way to the nextlarge platform.

    Same thing, watch for fault lines and pound away. Hover across to the twonewplatforms and over to the huge area that has 3 Als Toy Barn coins rightinfront. Youll see 3 blue crystal clusters coming out of the ground. Fromadistance, pull "LT" to lock on to the one that is shaking and the pressandhold "RT" to concentrate your laser fire until is explodes. This willcreatean air geyser and a Zurg Bot will teleport in. You can fight the robotsif youwant but if you are trying not to die you might not want to risk it.Eitherway, the next thing to do is jump into the geyser and it will shoot yououtto the next section that shatters on impact. Scramble and get on safefooting.

    Now, head to the left platform and then jump across the next couple ofplatforms. Be sure to stop along the way to explode the blue crystalclusteroff to the left. Continue on unto you get to the platform near the nexthealthpower-up and destroy the floating mine from a distance. You do need to beclose enough for it to open though. Next look left and destroy anothercrystalcluster. Now hop to the big platform and perform yet another "pound and

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    shatter" move, taking care to stand somewhere safe first.

    Hover to the small platform and shoot the mine, jump to the next platformandshoot that mine. Now hop to the next platform and it will splinter. Infrontof you is the next collectible floating on a small platform thats toofarto hover to. Instead shoot the blue crystal to the right and quickly jumptothe platform that shoots across. Then quickly hop to the fourthcollectible(Special Card #4) and back onto either the first or second platform whiletheypass. If you are going for the "dont die" achievement, you may want toskipthis card and come back for it later.

    If you skip it, you still need to destroy the blue crystal cluster on theright because ultimately the two platforms that are created by the

    explosionend up as part of the path youll be taking. Whatever you decide to do,thenext step is to head along the path to the left to the next huge platformagain marked with 3 coins in front.

    Shoot the vibrating crystal cluster and this will break out two smallpiecesinto the air and also two little probes will appear. Kill the probes andjumptheir shockwaves. Now head to the floating platforms, jump on top of oneand"ground pound" it back into place. Now Zurg Bots will teleport in. Ifyoure fast you can just double jump up to the second floating platform and thenpound that one back into place. Then, dash over and jump into the geyserandfly away without fighting. Or you can go around destroying all the robotsasthey teleport in and then pound the last piece into place. Your call, butagain if you are going for the "dont die" achievement you mig ht not wantto risk the fight.

    Now, you land again and it shatters the platform. Find safe ground andlookout 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 largeplatformand ride it around, then leap off to the fifth collectible (Star CommandCard#3).

    Pan the camera to the right and youll see the next card through somepurplemist. Hop and hover along the platforms and ride them to the sixthcollectible

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    (Star Command Card #7).

    Finally we are heading to the final huge platform. Hop back to theplatformyou just came from and if you havent figured it out by now all these platforms are floating around in small independent circles. Just wait forthe platform you are on to make its way around and leap to the finalgroupof platforms. Ride this around to once again find three coins at youfinaldestination.

    On this last huge platform are more crystal clusters and four smallprobes.Kill the probes and jump the shockwaves before continuing. After breakingthevibrating crystal, things get crazy. Five chunks float up and you need topound them all back in before continuing. At the same time a group ofZurgBots teleport in and start attacking. Destroy them all or double jump to

    thenext platform and pound it back into place. Now for the next threeplatformsyoull need to first jump into the geyser and then float to the tops ofthem.Kill anything that gets in your way and if things get messy, you canalwaysdestroy one of the other crystal clusters to create an explosion thatwilltake out anything close by. This includes you so keep your distance ifyoudo that. After getting the fifth platform into the ground, a larger ZurgBotwill teleport in and the small ones will keep coming. Just kiss them allgoodbye while you run away and hop into the air geyser to safety.

    When you land, a single cannon turret will open which you can easilytargetand shoot. The famous floor opening scene will take place and youll drop i nto Zurgs Base. Whew! If you managed to do all of this without dyingthencongratulations and Achievement Unlocked! (Space Range Elite) Again, ifyoumissed out on the achievement you can always replay the level again. Nowthat 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 setofspikes youll come to a small opening on the left that is glowing red.Headin there and shoulder charge (press "Y") to break open the vent and landinthe room below. Target and blast the crystal to open the red barrier thendrop down the hole. Move thru the shaft, leap over the electricity andfinallyuse a ground pound to smash thru the vent at the end.

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    Head to the right avoided the electricity and youll come to a hugedrill.Move to the right past the drill and youll see the seventh collectible (Townsperson Buzz) floating up in the air. A couple of wall jumps andi ts yours. You need to be in the middle of the wall for the jump, not all thewayback or in the front. This might take some attempts to adjust youralignmentbut it will be yours in the end. Youve come too far to not get it now.

    Go back to the middle of the drill and when the small ledge comes alongthe bottom grab onto it. Now you need to slowly keep shimmying to therightand you will gradually work your way up the drill. Just be sure to notgetto close to the electricity on the sides and youll be fi ne. Once at thetop,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 andlandin between the two electric "walls" to drop down to the next section.

    Follow the shaft around avoiding more electricity and the grab the healthpower-up at the end if you need it and bust thru the grate on the ground.Immediately turn towards the screen and start running from the spikesuntilthe door slams closed. Now jump to the green platform on the left, thesecondyellow platform in the middle, the next blue platform on the left andfinallyto the end. Press "Y" to dash thru the vent grates ahead and dash againtoavoid the closing spikes.

    Youll come to a room with 4 turrets on the wall and two Zurg Bots willteleport in. Destroy everything then hover to the right platform avoidingthe red barrier. Three more robots teleport in so take them out and lookto the left platform. Just left of that and right below the red barrierisanother crystal so destroy it and jump to the left platform. Turn 180 andlook at the platform you just came from. To the left of it and below theredbarrier is another crystal so destroy that one to and the barrier goeswith

    it.

    Drop off the ledge to the left and you should land right beside the ninthcollectible (Star Command Card #6). Turn around and head toward the coinsthen smash thru the vent and youll drop into yet another shaft. Followitaround avoiding the electricity and smash thru the grate in the groundagain.Move to the left and youll come to another drill device. This one is alittle

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    trickier but still handled the same way as the last. At the opening, jumpupand grab the ledge and quickly start moving to the right. Once you arehighenough, ride the drill to the left to the next opening and quickly startmoving right again and keep going until you reach the top and can leap tosafety.

    On top of the drill is the tenth collectible (Star Command Card #2). Headtothe left and leap into the gap between the two electricity nets to dropintoanother shaft. By now you know the drill so just follow it around andgrab thehealth power-up if you need to then drop thru the grate again.

    Immediately start running toward the screen to avoid the spikes but thistimeyoull need to dodge left, then right and finally jump over the lastbarrier

    to make it to the safety zone. Leap across the colored platforms likelasttime and youll be in a room with turrets on the walls and Zurg Bots everywhere. Take out the wall turrets and the large Zurg Bots then focusonthe smaller ones. Or do whatever works for you. The floor will open andyouwill drop thru 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 oftheroom just like in Toy Story 2. Shoot the crystal underneath his platformbylocking on with "LT" and shooting by holding down "RT". This will disrupthisshield and cause him to drop. Now train your laser on him until he fallsback. Zurg Bots teleport in so take them out as quick as you can. Zurgwillnow rise out of the floor a second time while even more Zurg Botsteleportin. Shoot the crystal again and drop the shield then shoot Zurg himselfandhell fall back a second t ime. Now it goes crazy with more robots andZurgcomes back the third and final time. Just focus on dropping his shieldagain,taking out whoever is in your way and grabbing health power-ups as you

    needthem. Once the shield is gone start blasting Zurg and he will be toast.Achievement Unlocked! (Defeat Zurg)

    ===============================================================================Level 4 - Sunnyside Daycare / Fair Play(x03d)

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    ===============================================================================

    Lets move our crayon to the daycare and press "A" to start. Right offthebat switch to Jesse turn to the left and you should see a coin capsulethruthe arch. Jump up to it and run straight ahead along the tops of thebookcasesuntil you get to what looks like some storage bins stacked upside down ontopof the blue cabinets. If you look right behind those storage bins youllfindthe first collectible (Star Command Card #14).

    Hop back on top of the bins and double jump to the overhead light nearby.Turnright and double jump to the next light. Now go left along the lighttowardthe middle of the room and youll see some butterflies. Leap and press

    "X" inthe air to land on the first then jump and press "X" again to land on thesecond butterfly and then jump to the light. Turn right and double jumpto thenext right and then head left to the end of this light. Youll see twomorebutterflies, so leap to the first and press "X" to stick the landing.Doublejump and press "X" to land on the next butterfly to the right and finallyleap toward the second collectible (Special Card # 2) to grab it andquicklypress "X" again to land back on a butterfly.

    Now from your butterfly perch, leap back to the closest light and lookslightlyleft and you will see two more butterflies. Jump onto the first, then thesecond and then onto the light right in front of you. You should now beableto jump onto the roof of the green house you started in. In the backcornerof 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 onthefirst ledge (its an animal tank with a red snake in it). Now switch toBuzz,grab Woody move to the edge that is the farthest from the green house and

    tosshim up onto the green roof where Jesse is. Switch back to Woody and headtoward the wall with the balloons on it. To the left you should see threegolden hooks, so run down the roof slope toward then and make a bigdoublejump toward the first hook. Now while in mid air press "X" and swing fromhook to hook using "X" after each release to get your fourth collectible(Townsperson - Daycare).

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    Youll now be on the ground so turn 180 degrees and he ad back to thegreenhouse. Stand at the bottom of the ramp looking up and you should see abrownstool just around the right hand side. Head over to it and jump on topforthe fifth collectible (Zurg Piece - Head).

    Now head back to the bottom of the ramp but this time face away from itandyou should see the back of a large tropical patterned chair. Pan thecameraleft and youll see a purple octopus. On the same shelf but in theoppositecorner is the sixth collectible (Zurg Piece - Body).

    Hop off the shelf and pan left and you should see some kids artwork onaneasel just past the big chair. Head to it and then around the side andinto

    the middle of the easel where you can jump to reach the seventhcollectible(Zurg Piece - Gun).

    Now pan your camera around until you see Ham. Run towards and then pasthimand you should see a coat rack with Rex on top. Next to the coat rack isasink. Wall jump between the two and make your way to Rex whos on theshelfabove the coat rack. Facing Rex, turn 180 degrees and press "X" to swingtothe hook and reach the top of the cabinets and the eighth collectible(StarCommand Card #15). Go back to Rex.

    Now switch to Buzz and move him to Rex, pick up Woody and throw himacrossthe big gap to the shelf opposite the hook we just used. Switch back toWoodyand 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. Youshouldland on the floor by a robot and a green desk. Right under the green deskis the tenth collectible (Zurg Piece - Cape). Achievement Unlocked! (WeCan Rebuild Him) This also unlocks the UFO gun for purchase in the ToyBox

    mode.

    Run back toward the green house we started at along the right hand wall.Along the way youll see a small gap that you can wall jump on to reachthetop of the cabinets that had the storage bins I referred to way back inthefirst card from this level. Take Woody up the bins and onto that firstoverhead light again. Now straight ahead are 2 golden hooks. Swing across

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    to the light at the end and take notice of the silver chain running offoneof the light corners. Switch to Buzz and climb up the same gap that wejustdid with Woody except instead of going to the bins head the oppositedirection(towards the green house) and stop on a blue bookcase. Pan left and youshouldsee another blue bookcase across the aisle that a nice double jump willgetyou to the top of. Now carefully hop on the low part of the chain rightinfront of you and you should "warp" to it and it will take you to thelightWoody is on. Pick Woody up and toss him into the open vent straight aheadandthen 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, allyouhave to do to continue the story mode is get the qualifying amount oneach ofthe next three events. You can always just move on and come back to tryforthe perfects later if you wish.

    Drop out of the vent and head to the robot (Sparks) in the back of theroomnear the green desk and talk to him for the Teeny Racer Challenge. Racearoundon the car and smash the block piles. You need to break thru all 10 towinthe twelfth collectible (Star Command Card #10) and once you complete thetask it will be right beside him when you are done. The path I took wasasfollows: Head straight ahead and youll see the first pile on the groundinfront of you. Drive thru it and head to the circular tunnel at the end oftheaisle. Go thru the tunnel and break thru pile number two. Make a hardrightand head up the ramp of the green house for pile three. Press "Y" to flipyour car 180 degrees and go back down the ramp. Right in front of you ontheground is the next fourth pile. Speed straight toward the white-board

    rampand land on the table for pile number five. Turn left and cross the smallblue ramp to the next table for the sixth pile and drop to the floor.Turnright and straight ahead should be a curved ramp with a block pile up intheai r. Speed toward the left side and youll be sent up and thru theseventhpile. When you land, if you are facing the curved ramp, you should seethe

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    eighth pile to the right, so smash it and head thru the tunnel it was infrontof. Straight ahead you should see another white board ramp so speed on upforthe ninth pile. Drop off the ledge and make a U-turn toward the right andyoushould see the tenth pile on top of a short red ramp. Thats the last oneandyou 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 greenhouse.Talk to him for the "Horseback Balloon Pop" which is a race around onBullseye. Complete the event by popping all forty of the balloons andyoull unlock the thirt eenth collectible (Star Command Card #12). After youvedoneit, the card will be right beside him. My path was to go straight aheadforthe 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 to storagebinsthat you can jump onto to reach the five on the sink. Head off the sinkandmake a left and you should see the next group of five lined up on a jumpbetween two chairs. Head up the green house ramp and turn left to jumpoutthe window for the next five. Then, go up the ramp again to jump out theright side and head toward the next five along the top of the bookcases.Dropdown, turn right and jump on the storage bin and then onto the table totheleft. From here hop across the other two gray storage bins to the greendeskand another five balloons. Turn right, drop down and you should seeanothergray storage bin to the left of the palm tree. Use that to get on to theother table and then slightly left is a gray tub on a chair that you canuseto reach the five on the green bookcase. As you grab these five, be readytokeep heading straight ahead by hopping onto the next set of gray bins andfinally to the last five balloons on the pink shelf.

    And finally head to the rocky brown dude (Chunk) near the big chair forthe"Alley Throw" event. This is the toughest mini game yet and you need to

    stopALL one hundred aliens for the fourteenth collectible (Star Command Card#16). You are allowed no misses. Only helpful tip I can offer is that youcanhold down the "RT" button for a pseudo rapid fire that will save you frombutton mashing over and over again. If you get in a jam, take out therushersfirst (red suits) then make sure no leapers (white suits) are coming atyou.

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    The regular blue guys are the least of your worries because they stop atthebins before moving to the next one for cover. Good luck! Once you get allonehundred of them, Achievement Unlocked! (True Carny). Just like the lasttwoevents, 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 greenhouse.So run up the ramp and hell be there on the left. Talk to him to end the level. Achievement Unlocked! (Carnival Conqueror)

    ===============================================================================Level 5 - Bonnies House / Witch Way Out(x03e)===============================================================================

    Once again move your crayon over the newly opened area and press "A". Nowwait for the coffee to rise a bit and jump to the pink stool. Wait a bitmoreand then get on top of the green chair that pops up on the right. Thenjumpto the picture frame, blue framed picture, gray box, white purse and pinkcushion. Wait for the red box to float in front of you, then quickly leapto it and then onto the next picture frame.

    Run past the orange juice and milk carton then leap onto the blueplatform.Jump off to the light and look up near the bulb. You should see the firstcollectible (Toys Card #1). From the edge of the platform you arestanding on,you should be prompted to press "X". Do so to swing up and grab the card.Jump to the picture frame and youll have a short cut scene.

    Jump to the chair that just appeared then to the ledge with the greenbook.Head right, then dash (press "Y") through the block pile. Now, wall jumpupthe gap, dash at the red book to knock it down then drop down and turnleft.Dash through this block pile to grab the second collectible (Star CommandCard #18) and then head to the right again. Hop on top of the pile ofbooks

    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 pileandthen a wall jump up to the top. Run left, dash thru another block pileandwall jump up to the top again. Wait here for a second and the coffee willbring you the next platforms to cross. Jump across 2 books and then start

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    running toward the screen before you get knocked off. When you can, jumpto the right to avoid the picture frame coming at you.

    Now youll 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. Whenthe next one comes down and stops, jump straight up to grab it. Now thissponge is also going to also rotate and come to a stop. When the shoe youareon stops above this sponge, th ats your cue to jump straight up again.Moveto the right side of the shoe and now you are going to be waiting for theopportunity to jump up to the ruler. When the ruler comes down to theshoe,hop up to it and shimmy to the right. You want to be sure to lineyourselfup with the green bar of soap in the background and when it comes to youandstops, press "B" to drop down. Ride it to the piece of wood and then dropdown on that.

    Run straight ahead and leap to the next bar of soap. Wait for a momentthenleap to the next bar of soap on your left. Drop down to the next one andwaitfor the soap on the left to flip. As soon as it does, leap to it and thenleap 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 shelfto the left. You should see a helicopter floating there so press "X" toswingfrom it and then swing from the next two to land on the fourthcollectible(Toys Card #6). Head back the way you came and now jump up to the nextledgeheading to the right. As soon as you land, you should see the fifthcollectible (Toys Card #4).

    Next you want to keep heading to the right, up the blocks and then turntothe back wall and jump up the wall slats. Follow the paint smear trailthatis on the wall and youll see it turn to the left. Thats where you aregoingto. Leap over, shimmy left and leap to the crayons. Jump up the crayonsandquickly move right to the floating book and then straight across to anorangebook. A block pile will appear so dash thru it and grab the sixth

    collectible(Toys Card #2). Get back to the floating book as fast as you can and rideitup, then head to the left.

    Youll get to an egg crate and a pink book will come down. Hop onto itandride it up into the hamster cage. There is a blue platform in there withyou

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    so use that to double jump to reach the bottom of the tunnel leading up,thenwall jump to the top of the tunnel. Inside this cage is the seventhcollectible (Special Card #6). Drop back down and continue to the rightthruthe tunnel. Hop onto the blue back and the walls of the house will breakoff.Jump to the green book that rises and then get ready to head to the leftjumping from book to book until you reach the pink bag on the other side.

    If you look to the left you will see the eighth collectible (Star Command#17)on a green bar of soap. This completes the Star Command set so youveunlockedthe "Stunt Park Bowling" event for the Toy Box mode. Jump to the gray boxtoavoid the picture frame, then to the milk carton, the gray pan andfinallyleap to the card. Head back to the gray pan, then leap to the bluepicture

    frame. Jump to the pink cushion and then the red box. Youll now beheadingto the right by starting on the plate and then hoping along the books.Movefast because another picture frame will come from behind you to push youoff.Jump to the piece of wood then hop along the dominoes and out the window.

    Youll find yourself on a plate so just hop on the grind rail and headdown.Get ready to jump to the green rail on the right before you fall off andthenpress "X" to duck thru the house. Jump across the plates and into theopening.Drop down, grab the battery and walk it to the machine. This will powerthebutterfly lift. Take it to the top and then follow the purple ledge totheleft for the ninth collectible (Toys Card #3). Head back to the lift andoutthe door that is in front of it.

    Ride the grind rail and jump to the first green rail on the right, thenjumpto the green rail on the left. Duck thru the asteroid and ride the railtothe end. Youll land inside another asteroid so head down and to the

    left.Ground pound to break thru and youll see the tenth collectible(Townsperson- Blue dog). Achievement Unlocked! (Townspeople Hunter)

    Find the grind rail, leap over the pinwheel, press "X" to duck thru theasteroid, leap over another pinwheel and youll be back to where youstarted.Move straight ahead to the next grind rail and duck thru the asteroid.Youll

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    land on a breakable platform so find a safe spot and go to it. Hop acrossthenew platforms to reach the battery. Pick it up and hop on the rail, jumpthepinwheel and jump to the green rail on the right. Now hop back to therainbowrail on the left and just jump from it to the blue rail on the left toavoidthe worms the witch shoots at you. Place the battery in a machine and gobackup the lift.

    Back out to the rainbow rail but this time you will be jumping to theyellowrail on the right. Jump to the rail on the left and press "X" to duckthroughthe star. Youll land on a rainbow, so move the only way you can alongthecoins and rainbows. Youll come to a heart and another rail. Jump on andleap

    the two pinwheels to land on another heart. Hop across the peppermints,heartsand buttons to the next battery. Grab it and jump on the rail. Jump thepinwheel, jump thru the first star, duck thru the next star and jump thepinwheel to a star. Move to the next rail and then jump to the yellowrail onthe right and youll j ump back to the rainbow rail on your left. Onceagain,avoid the worms and ride back to the control center. Place the secondbatteryand go back up the lift.

    Youll be on the rainbow rail a third time and this time you will bejumpingto the right on the purple rail. Then left to the next purple rail andthento the right purple rail. Youll zigzag under a chair, jump two pinwheelsandcome to a stop. Jump to the chair, the book and the edge of the drawer.Shimmyleft, jump the gap and drop down below to the next battery. Grab it andhop onthe rail, then onto the next, jumping pinwheels along the way. Jump totheright purple rail, then the rainbow rail on the left. Again, avoid thewormsas you work your way down. Place the final battery and the door will open

    sogo ahead and jump on the next rail.

    You are going to duck, jump, jump, duck, jump, jump, duck, jump left,jumpleft, jump right, jump right, jump left, jump right, jump left, jumpleft,avoid the worms and get back to the yellow rail. Jump the electricityalong

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    the way and leap to the other rails as you wind thru the interior. Youllendup back outside and the camera angle will change so you are headingtoward thescreen. Now you need to jump from rail to rail avoiding more worms. Aftertheworms the camera will shift again and you will need to bounce back andforthacross the three rails as the break in front of you. At the big explosionyouwant to end up on the outside rail and then for the end you need to be ontheinside rail.

    Grab the big battery to the right and put it into the machine and all theequipment will turn on. Jump over the green and red platforms to thecenter.Head to the right, move across the walkway and up the ramp. Now cross therotating blocks and grab the battery. Carefully walk back with thebattery.

    You wont be able to run or jump so time the rotation blocks well. Onceacross,place this battery in the machine ahead of you. This will activate moreequipment.

    Go back to the center and start to climb up the three platforms. Then youneedto wall jump at the glowing arrows to the reach the top. Move to therighttiming your jumps and you will then need to wall jump to the rotatingplatforms above. Head left and leap from platform to platform, step on abutton and wall jump to the top. Ride the next rail, leap thru the 2electrical fields when they come down and grab the final battery. Toss itthru the electricity and make your way one at a time. Drop down, placethebattery in the machine, cross the ramp that extends and you are done.Achievement Unlocked! (Rocket Launcher)

    ===============================================================================Level 6 - Prison Break / Hide and Sneak(x03f)===============================================================================

    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 thru the level without beingseenby any spotlights that causes an alarm to go off. You can be slightly litupby the spotlights but overall you want to avoid them as much as possible.Ifyou set off an alarm dont worry about it as you can just replay thelevelover and over until you have it mastered. Also if you do get caught thefirst

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    time, go ahead and finish so you can grab all the collectibles and get anunderstanding of the level. The second time will be much quicker becauseyoucan focus on just rescuing your friends and not going out of your way togather things.

    You start the level with just Woody and need to rescue the other toys.Buzzis now reprogrammed and he is also unavailable to control for thismission butyou can switch to him and get an idea where hes at so you can avoid himwhilehe patrols.

    First head up the pink ramp and move to the "!" and press "X". Themysteriousvoice will give you the tasks you need to complete for this mission andthenthe side gate will open. Grab the red handle and slide the gate to theright.

    Head down the steps and move along the wall around the red light to theredswitch and press it to shut off the light. With Jesse free, run into therunshes inside and run past her to the window in the back of the room. Makearight and you find the first collectible (Alien - Prisoner).

    Move back to the red box and push it through the opening straight aheadalongthe blue carpet until it stops. Jump up and hang on the top ledge for asecondso you can pan the camera around to make sure the coast is clear. Onceeverything looks good run to the first table, take another quick lookaround,then dash straight ahead to the small brown chair and up on top of thesecondtable for the second collectible (Toys Card #7).

    Looking at Slinky Dog in the distance, pan the camera left to the thirdtablean you should be able to see the third collectible (Toys Card #9)underneathit. After the cars go past, you have a brief window to leap out onto theground and then run in grab the card and get on top of the table fast toavoid the cars circling the table.

    To the right of this table is a wall that helicopter spotlights aremovingalong. Underneath the table along that wall is where the fourthcollectible.(Toy Card #8) is waiting for you. Let the car pass and leap to the groundanddash over to it. Quickly come out and move to the left. Youll see two spotlights moving around on the ground. Wait for your opening and dashinside

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    of the area Ham is being held in. Go past the ramp leading to him andstraightback against the wall is the fifth collectible (Toys Card #11)

    Now go up the pink ramp but DO NOT go to Ham yet. You need to turn offthe redlight first so head to the right. Youll see a spotlight moving along ashelf.Your job is to time the first jump to grab the shelf, pull yourself upandthen run across while the light moves around it. So as soon as the lightcomesup and starts to move to the right chase after it and you should be fine.Fall down on the other side and then jump back up to the second shelf. Ifyoujust jump from one shelf to the next you may trigger the light above yousojust play it safe. Now you should have hopped up and be standing on thesecondshelf. When the light is all the way down, quickly jump over it to the

    right,grab the edge of the shelf and pull yourself up.

    Head to the back of the wall and leap up to grab the red window sillabove you,then leap up to the second red sill. Shimmy to the right and jump the gaptograb the sixth collectible (Toys Card #10). This card set is now completeandthe cow cannon is unlocked in "Toy Box" mode. Now, shimmy back to theleft,jumping the gap again and keep heading left. When the spotlight movesdownleap the next gap and you should see the switch below you. Shimmy to thelefttowards it and press "B" to drop down to the shelf. Press the switch andthejump down to save Ham.

    With the spotlights off, head back to the right along the countertops,andmove back towards the second table top where we saw Slinky Dog. Use theyellowchair to reach the top of the second table and you should see thespotlightgate that we need to go inside of to save Slinky Dog. Jump down to theground

    and time your entry past the lights. Immediately to the left once yourinsideis the seventh collectible (Toy Story 3 Card #2). Go to the box that hasthecoin on top of it and then use the hook to reach the top shelf. Followtheshelf to the left and you should see a butterfly that you can hook onto.DONOT hook onto this first one. Instead, double jump towards it and thenpress

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    "X" in mid air to hook onto the second butterfly. The reason I skip thefirstbutterfly is that the camera goes a little weird and it is sometimes hardtoget aligned for the second butterfly and you fall to the ground and thushaveto start the section over. While swinging you then need to hook onto thethirdbutterfly which will take you to a small shelf. Hop straight up the fourredwall slats and leap to the top of the door on your right. Shimmy acrossandleap to the pile of blue book below.

    Youll come to four alternating lights. Stop to watch the pattern forawhileand when you have it figured out make your move. First when the lights gooffyoure going want to stop under the third light (the green one). Then,when

    the second light turns off, run under it. Now wait for the third andfourthlights to turn off and run all the way to the right to reach the switch.Turnit off, turn around and head back to the blue books and over the top ofthedoor. Drop back down the four wall slats and you are back on the smallshelf.Look down to see Slinky Dog and leap to him for the rescue. Move Woody totheback corner of the countertop by the vent and leave him there. Switch toJesse.

    Jump to the red box and the hang out for a second to make sure the coastisclear. You should see Rexs cage in the background s o head to the firsttable.Make your way between the spotlight gate and you will see three red dartsdirectly in front of you. Jump and press "X" to make your way up but stoponthe third dart. Pan your camera around and look up to see a spotlightmovingup and down the gap in front of you. Once it starts moving up, quicklygetinto the opening and wall jump up the gap. You want to end up on therighthand side on top.

    Head right, hop down and press the switch. Keep heading to the right,jump thegap and you should see the eighth collectible (Toy Story 3 Card #1) on ashelfin front of you. Turn around and jump back to the left but stop on thisfirstbookcase. Facing Rex, if you turn the camera to the left youll see anoverheadlight. Jump up to it for th e ninth collectible (Andys Memorabilia) and

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    continue across the light you are on to the other end. Now, double jumpacross to the next light to grab the tenth collectible (Special Card #5).

    Move back along the lights to the bookcase and now start heading backalongthe shelf tops to Rex. When you come to the first light, wait for it tomovedown then leap over it. Run to the wall and jump up to grab the ledge.Twolights are moving in a circular pattern. What you need to do is leap overthefirst light as it moves along the bottom toward you, shimmy to the leftandthen leap the next light after it drops down. This is probably thetrickiestpart so it may take some practice. Dont worry about it though because ifyoudo get caught you start right at the top shelf in this area. If you aregoingfor the "dont get seen" achievement and dont get it the first time, you

    maywant to switch around the order of saving people and come here first. Thereason I suggest that is if you can finish this without being seen therestof the level is easier.

    Drop down to Rex and press "X" to complete the level. AchievementUnlocked!(Making a break for it) If you also managed to not get caught in thespotlights and set off the alarm then youll get a second Achievement Unlocked! (Sneaky Sneaky).

    ===============================================================================Level 7 - Junkyard / Trash Thrash(x03g)===============================================================================

    Once again, move your crayon and press "A". You start the level on aconveyorbelt that is forcing you to the left. You need to avoid the boxes thataremoving toward the crusher while keeping the three aliens safe. To do thatpick them up and keep throwing them to the right. I like to keep them allup in the top right corner because it makes it easier to keep track of

    them.After a minute or so, the side door opens up and you need to toss allthreeof them inside. Then head to the front of the screen and just keeprunningalong this side double jumping over the boxes until the conveyor beltsstops.

    Now let the excitement begin. You need to complete this level quickly and

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    as a team. There is a lot of switching back and forth and we are going tobegrabbing collectibles while we go so get ready.

    Immediately switch to Woody and run toward the screen and press "Y" tosmashthrough the vent. Head left climb the ledge and use your hook ability onthehandle to land on the top shelf across the gap for the first collectible(Andys Memorabilia) Achievement Unlocked! (Memories) This will alsopowerthe wall blocking Buzz so quickly switch to him. Run to the right andbustthru the fan. Drop down, turn left and drop down again. Push the blockoutof the way and quickly get across the platform Woody lowered before itblocksyour path. If it is already up, switch back to Woody and swing on thehandleagain to get it lowered. Now back as Buzz, pick up the box on the other

    sideof the lowered wall and wait for the wall to pop back up. Once it doestossthe box into the hole.

    Switch to Jesse and head LEFT. At the end of the vent is the secondcollectible (Toy Story 3 Card #11). Now head to the right and bust thruthefan. Head toward the back and follow the pipes around to the yellow andblackstriped edge. Jump toward the red valve using "X" to stick the landing,andjump toward the screen again to land on some more pipes. Jump on the boxthatBuzz threw down and leap to the higher ledge to the right to grab thethirdcollectible (Toy Story 3 Card #7). Now double jump under the platformthatwe left Buzz on to the back of the screen. Again look for the yellow andblackcaution paint on the edges. Turn left and leap to the pipes for thefourthcollectible (Special Card #8). Jump back to the right and keep going toleaponto another red valve and shut off some steam for Woody.

    As Woody, head to the right and follow the round edge to the back wall.

    Jumponto the yellow and black pipe and shimmy to the right, leap past theelectricity and climb up four more pipes. Now, shimmy to the left andjumpover to the big red button. Press it to turn off the electricity. Getbackon the pipes and shimmy all the way to the right. Jump over to the airductand youll see the fifth collectible (Toy Story 3 Card 10) in the back.Grab

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    it and keep heading right, drop down and stop by the fan.

    Switch to Jesse. Now heading right, leap from valve to valve, pressing"X"each time to stick the landing. The third valve shuts off the fire.Continueas Jesse, following the path around to the right and jump then press "X"ontoa button that releases electricity upwards. Switch to Buzz and quicklymoveto the right jumping along the wall and wall jump the gap thru the topthatJesse opened.

    Grab the box in the left corner and throw it into the fan in thebackgroundby Woody. Then take a second box and toss it into the fan on the right.Nowgrab a third box and move to the right and drop down the edge. Toss thebox

    over the back edge and switch back to Jesse. If the button she is on hasmoveback to the left side just jump straight up and press "X" again to moveitback to the right. Now get over to the box Buzz dropped, climb on top andjump to the left for your sixth collectible (Alien - Zurg).

    Switch to Woody and run across the fans that Buzz destroyed. Keep headingtothe right and you will come to another handle that you can swing acrosswith"X". Switch to Buzz and leap up to the right platform and cross the newlylower wall. You will be facing the smashing device now so when the timeisright, dash across them with "Y" twice to get thru. On the other side hopthesmall ledge, double jump to the left and pull yourself up. Grab the blockandpush it into the first crusher to stop it. Now jump on top of the firstcrusher and time your dash thru the second crusher to the block on theleft.Push it into place to stop the second crusher.

    The explosion knocks down the blue wall for Woody and the red pipes forJesse.Switch to Woody and move to the right and leap up to the seventhcollectible

    (Toy Story 3 Card #4) on top of the duct by some coins. Drop back down totheleft and cross the blue floor by running toward the screen to find theeighthcollectible (Toy Story 3 Card #3).

    Switch to Jesse and leap across the flaming pipes to the right. Use asinglejump and press "X" to stick the landings. Youll end on another red valve

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    that shuts off steam for Woody. Jump to the ledge on the right and grabtheninth collectible (Toy Story 3 Card #9). Switch to Woody and use "X" toswingacross the gap landing by the yellow button and the tenth collectible(Toy Story 3 Card #5). Press the yellow button and switch back to Buzz.Nowcross the swinging platform to the right and land near the red button.Pressit and switch back to Woody.

    Swing back to the left and work your way around the corner to the nextset ofswing platforms that Buzz just started. Leap across both of them and landonthe pipes along the back wall. Drop down and shimmy to the right, leap totheduct and follow it as the camera pans into position. Swing to the handleandland on the other side for the eleventh collectible (Toy Story 3 Card #6)

    thenswitch to Buzz. Drop down to the right and move toward the screen to grababox. Pick it up and drop it over the opening on the left side. Pick up asecond box and carry this one as far back as you can and get ready tothrowit to the right.

    Switch to Jesse and run to the right along the pipes. Pick up the box anddropit into position so you can reach the high ledge on the right. Move totheright and jump to the small button being sure to stick the landing with"X".Switch to Woody and swing back across the handle being sure to land ontheother side. Finally switch to Buzz and toss the block into the opening onthetop of the grinder machine. Achievement Unlocked! (Mashing the Masher)

    ===============================================================================Level 8 - Haunted Bakery / Muffin to Fear(x03h)===============================================================================

    And now weve come to the finale. This last stage is just a big bossfight butweve got some collectibles to grab before finishing it off. For the lasttimein story mode, move your crayon and press "A". We are going to justcompletelyignore the enemies for now. From the start of the level turn left andheaddown the road toward a scaffold type structure that you can see in the

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    distance. Hop to the rock ledge on the left, then to the small wood ledgeand finally up to the top for the first collectible (Special Card #7) andAchievement Unlocked (Really holding all the cards).

    Now lets do some property damage. Head back toward town and completely destroy every wall of the first building on the right, the barber shop.Onceyou are done a card will appear on top of the burnt up ruins. Jump to itforthe second collectible (Toy Story 3 Card #12)

    Now completely destroy every wall of the next building on the right, thegeneral stor e. Once again, the card will appear at the top when youve reduced it to ash. From the back, jump to the ledge and then walk up theslope and leap to the third collectible (Toy Story 3 Card #15).

    Now completely destroy every wall of the next building on the right, thebank.Once again, the card will appear at the top when youve reduced it toash.

    From the back, jump to the ledge and then walk up the slope and leap tothefourth collectible (Toy Story 3 Card #14). At this point you may need tograbsome health so just run around and find some.

    Continuing our counter clockwise movement, the next building on ouragenda isthe saloon. By now you know the routine. Destroy the building to reachthefifth collectible (Toy Story 3 Card #17) on the roof.

    Continuing our counter clockwise movement, the next building on ouragenda isthe jail. By now you know the routine. Destroy the building to reach thesixthcollectible (Toy Story 3 Card #8) on the roof.

    Surprise! Continuing our counter clockwise movement, the next building onouragenda is the hat store. By now you know the routine. Destroy thebuilding toreach the seventh collectible (Toy Story 3 Card #13) on the roof.

    And finally, continuing our counter clockwise movement, the next buildingonour agenda is the newspaper press. Destroy this last building to reach

    theeighth collectible (Toy Story 3 Card #16) on the roof. AchievementUnlocked!(Holding all the cards) This also completes this card set unlocking theRallyRacer.

    As a bonus for all of our hard work the ninth collectible (Alien - Witch)has

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    appeared in the middle of town. Achievement Unlocked! (No claw required)anda second later Achievement Unlocked! (The Collector) Now if you happenedtodie while attempting all the above building destruction the alien wontbethere. The requirement to open him is that every building is COMPLETELYdestroyed at the same time. The problem is that if you died along theway,the buildings you already destroyed are regenerated. Not to worry though,just get all the cards and continue with the boss fight. There is goingto beso much destruction that you will have more chances to grab it before wearedone.

    So far weve been just avoiding the muffins but now its time to takethemout. Run back to the only building standing which is the bakery themuffins

    are coming from. Just run straight up the hill and take up a position oneither side. Turn 180 and start blasting the muffins as they come towardsyouup the slope. After this first wave some more small muffins and a largeoneget shot out past you into the street. The reason for running up the hillshould now be apparent since the only attack the big muffin has is ashockwave that can't travel up the slope, so just stand there and pickthemoff again. Repeat as needed until a large wedding cake replaces thebakery.

    On the next phase, 5 little witches come out so just head over to the newcannon that just beamed up, hop in and blast away. One life bar down. Nowabig witch comes out so either step on the warp pad to cross over to thecowlauncher or just run over to collect power-ups for ammo or health if youneedto. Jump onto the new gun that just showed up and let the cows fly.Secondlife bar gone. The third life bar is just a repeat of the first and thefourthlife bar is just a repeat of the second. On the final life bar, you getbothsmall and large witches and the game wants you to bounce back and forthbetween the two guns. I'm going to suggest to NOT do that, instead stay

    withthe cow launcher. Take your shot and when you get a hit on the big witch,quickly leave the gun, teleport over to the cannon and then teleport backtothe launcher. By the time you do this another large witch should havespawnedand you now just rinse and repeat 4 or 5 more times. The reason I suggestthis is that they share the same lifeline and the larger witch is justeasier

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    to hit. Hitting it once takes it out, while with the small ones you havetoeliminate the whole pack. It might be helpful to thin the pack a bit bykilling 2 o r 3 of the small witches so you dont have to deal with allthegreen bubbles. Also, be sure to run out to grab ammo and health if youneedto. Once you land that last cow congrats and end of Story Mode.AchievementUnlocked! (Muffin Massacre). If youve f ollowed the guide to the letteryoushould now have 20 of the 38 achievements and 465 gamerscore.

    The next step is to jump into the "Toy Box" mode, so get a drink and asnackand lets go for it.

    ===============================================================================

    Toy Box Mode Walk Through(x04)===============================================================================

    OK if you are continuing from the Story Mode guide above youll findyourselfon the "game board" screen. Find Als Toy Barn and press "A" to enter.Hereyoull find the "Toy Shelf" where you can check the status of theunlockableitems that open by grabbing the cards in Story Mode, the "FigureCollection"showing all the figures we found in Story Mode and finally the mysteryeggmachine.

    Here you can exchange tokens for prize capsules. This is the only placetospend tokens so use them all. This is random but you can get thefollowingcapsules:

    Alien Explorer in white suit with compassParka OutfitHarlequin HatPink Fairy hair with rear swoop and two blue lines

    Skull MaskAlien Slime MonsterTree Stump HatBlue Guy with white shirt and brown pantsIce Cream Swirl w/sprinkles Hair

    Plus some others... None of these are required to get "WesternCollector".

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    Once youve spent all you can go ahead and exit the store. Move yourcrayonover to the Toy Box and press "A" and pick whatever character you prefer.Noone character has any advantage so just use who you like. I want toremind youagain to SAVE often. The Toy Box mode only does an auto save when youreturnto the game board screen. It does not save after completing missions,objectives or finding collectibles. So if there is anything you dontwantto repeat, SAVE.

    Main Town---------Now that youve entered the toy box run over to Stinky Pete and get the"HelpSlinky" mission. Next find the little guy with a red cowboy hat and getthe

    "Painting Party" mission. And then find the little guy with the whitecowboyhat for the "Lost and Found" mission.

    Now lets take a couple of minutes to explore and find some prizecapsules.Starting at Ham and facing the Town Hall (building with the clock on it)youshould see the saloon on the left. Double jump to the balcony to get(CP1)Dragon Windows. Now hop to the roof to get (CP2) Milk Bottle Hat.Directlyacross the street is the general store and around the back on the balconyroofis (CP3) Ship Captains Hat. Use the box to reach the roof for (CP4)CurlersHair. Head behind town hall for (CP5) Tiki Mask Hat. On the side of townStinky Pete is on, there should be a Pink Pig vending machine in thedistance.Head toward it and youll find (CP6) Spikey Hair by a water tower. Up thepathand directly to the right of the pink pig is (CP7) Pirate Outfit. Now runpastthe pink pig over an arch for your first Pict-O-Matic disc, (CP8)Balloons Hatand note a rainbow chest (RC1) for later. The disc will unlock the firstbatch

    of Pict-O-Matic scenes but we will deal with those much later. You willalsocomplete the "Lost and Found" mission for grabbing it.

    Head back toward the pig but stop on top of the arch. Look down and totheright for (CP9) Finding Nemo Hat. Continue the only way you can andyoull run into (CP10) Scruffy Lady Hair in the middle of the path. Youll cometo

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    a bridge but before crossing it look down and to the left off the edge tosee(CP11) Striped Walls. Drop down and grab it. Run ahead toward thewaterfalland cross the three rocks that are in the water. After jumping off thethirdone you will land at (CP12) Finding Nemo Outfit. Turn right and run underthebridge for (CP13) Plunger Hat. Now turn around and head back the way youcame. Jump up the ledge, run past Zurgs door and over the bridge. Makethefirst left into a mine shaft and take the left fork for (CP14) ConroyOutfit.To your left and down the slope is (CP15) Bride Hat and you will get yourfirst Gold Star for "Prize Capsule Collector". Keep following the pathandyoull run into (CP16) Small Flower Pot and a new area Slinkys Farm. For now, turn around and come back later. As you head back through the mineshaftyou now want to make a right at the fork. Head up and around the hill for

    (CP17) Goo Trashcan.

    Now turn around again and head back to town. Run right past the town onthemain road and youll see some pumpkins on your right. Keep going on theroaduntil you see a large brown gate with a wagon wheel at the top. This iswherethe stagecoach enters from. Nothing happens now though so just take thepathto the left. Hugging the mountain wall you will pass a gold vein on theleft(mine it with "X" if you want) and a purple box (ZB1) on the right. Makenoteof the box for later. Keep going along the wall and youll see (CP18) Basketball Player Outfit in front of you. Head back toward town passingthepurple box and the wood walkway leading upwards. As you round the corneryoull see a dirt slope leading up the mountain to the right. Climb andjumpthe couple of steps to the top where youll find a "?" and (CP19) S mallPlanter Box. Fall down to the right and youll see a gold vein. Mine itifyou want then look right to see a knight chess piece (KN1) and (CP20)ScruffyLady Outfit up on a ledge. Take note of the knight for later and grab thecapsule. Turn around again and head back into town and you should see

    (CP21)Pot Hat directly in front of you.

    Now back in town, the little guy with the white cowboy hat has anothermissionfor you so go talk to him for the "Pict-O-Magic" mission. We will dealwiththis later to so for now follow your on-screen compass which is locatedinthe bottom right corner. It should lead you past a well and into another

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    entrance into Slinky Dogs farm.

    Slinky's Farm-------------Run through the tunnel and go talk to Slinky who should be right in frontofyou. Hell give you the "Deliver Cows" mission. Before doing that letscleanout the prize capsules.

    Pan the camera around until you see another pink pig machine. We aregoing towork the whole section clockwise. Run toward the pink pig and you willfind(CP22) Blue Cowboy Outfit up on the ledge to the right. Now follow theledgesaround as the curve to the left and you will come to a mining area with awelland (CP23) Propeller Hat right in front of it. Climb on top the mining

    building and run up the ramp to find (CP24) Baby Outfit on the left. Headback down and on the left is a blacksmith. Behind it, are (CP25)BallerinaOutfit and the second Pict-O-Matic disc.

    Keep moving clockwise along the mountainside and you will pass and exitto themain game board and the mine shaft tunnel from earlier. Jump up theledges andkeep moving uphill along the left mountain side wall. Youll reach thetop andsee a wood fence, a couple of cactus and (CP26) Pink Cowgirl Outfit onyourright. Now continuing clockwise, on the left is a covered ramp and asmallopening. Head inside, move to the edge and look down to see anotherpurplebox (ZB2) and (CP27) Colorful Fro Hair. Hop down to the capsule and turnrightto see (CP28) Colorful Suit Outfit. Head through that tunnel and youllbeback outside at Slinkys farm but dont drop down yet. Instead turn right past the cow and climb up the wood plank wall in front of you. From thetopof it you will see another plank wall on your right so climb up it. Gothroughthe broken fence and youll be at the upper corral. Turn right and you

    shouldsee (CP29) White Cowboy Hat. Now turn left and in the distance youll see (CP30) Viking Hat.

    Jump over the fence on your right and make your way back down to thegroundand youll land near a well. There should be an upward slope on leadingto agate with a picture of Bullseye on it and (CP31) Parted Hair. Over theedge of

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    the fence on the right is another rainbow chest (RC2). Run past it fornowcontinuing clockwise and youll run right into (CP32) Pink Cowgirl Hatandanother knight piece (KN2). As you continue your loop, youll come to agatewith a checkered flag sign above it. To the left of that gate is a woodenwalkway. Follow it up and leap the gap to see another rainbow chest(RC3).Continue along this upper ledge and leap the next gap and youll see(CP33)Wall-E Outfit on the ledge to your left. After grabbing it, continue thewayyou were going and you will come to (CP34) Syndrome Outfit in a wall jumpsection. Make your way up the wall jump and to the left in the corner is(CP35) Viking Hat - Alien. Continue along the edge and youll end up atthesome mine cart tracks. Jump on top of the tracks and slide to (CP36)VikingOutfit and (CP37) Mrs. Incredible Outfit. Continue into the tunnel and

    whenyou come out the other side (CP38) Nemo Outfit will be right in front ofyou.

    Climb the plank wall and at the top on the right is knight piece (KN3).Headto the back gate and off on the left is a small opening. Run through itandyoull be at a wall jump section. Make your way to the top for (CP39)DoryOutfit, (CP40) Eve Outfit which will give you the gold star for "PrizeCapsuleEnthusiast", (CP41) Jack Jack Outfit and (CP42) Dash Outfit. Drop backdownand head back to the last knight piece and youll see some more mine cart tracks. Jump on for (CP43) Violet Outfit and run into the tunnel for(CP44)Sulley Outfit. When you come out of the tunnel turn left and leap to(CP45)Mr. Incredible Outfit and then drop down to the right for (CP46) MikeOutfit.

    Thats enough capsules for now so let's go do some missions. Do a doublejumpoff the edge to your right and head back to Slinky Dogs farm. Find thebrowncow hopping around out front, grab it and throw it into the lower corral

    thatSlinky is standing by. You should see a black and white cow on the upperledgein front of you so grab it and toss him into the corral. Climb up to theuppercorral that we ran through earlier to find the last two cows and tosstheminto the lower corral with the first two. While carrying the cows youshould

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    get the gold star for "Strongman" and after placing the fourth cow youwillhave completed the mission "Deliver Cows". This will also unlock the Barnforpurchase at the store. Run to the store in this area which is by the pinkpigand buy the Barn. While it is being built return to Slinky and speak withhimfor the next mission "Find Cowbells". Run around the area and youll findonenear the blacksmith, two will be on the level right before the uppercorral,one will be near the upper corral and the final one will be in the samecavebehind the lower corral that has the purple box. While doing this theBarnwill be completed and the Garden will become available for purchase. Whenyouget the last cowbell it is mission complete.

    Head back to the store and buy the Garden. While it is being built, findSlinky for the next mission "Barn Dance". This requires you to grab theguythey show walking out of the tunnel and 3 other random people (notaliens) inthe Barn. You should be able to find enough people in the area tocompletethis but if not just go grab someone from town. I dont know why but forsomereason the farmer will not count toward the total so dont bother withhim.On the last pe rson youll get the mission complete. You should have alsogotthe message that the Garden is complete and the Paratroopers are readyforpurchase so go buy them from the store and while youre at it buy the"Tailor"too. If you find yourself low on money you can just run around and minesomegold or smash some boxes until you have enough.

    Go talk to Slinky again for another mission "Grow the Crops". If you lookintothe garden youll see that the corn is highlighted so go over to it andpress"X" to start the mole hunt mini game. Just toss a ball at three moles andyou

    win. Youll get mission complete for "Protect the Corn" and "Grow theCrops"and you should get the gold star for "On a Mission". Now go to each oftheother three signs in the garden and repeat the same steps to complete"Protectthe Carrots", "Protect the Pumpkins", "Protect the Tomatoes" and get thegoldstar for "Green Thumb". Go to the store and buy the "Barber Shop" thenreturn

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    to Slinky for yet another mission the "State Fair Crop Contest".

    Unfortunately we will need to put this one on the back burner for awhile.Talkto Slinky a second time and he will give the mission "Return to MayorHam".Head back to town and hunt him down.

    Return to Main Town-------------------Ham gives you the mission "Populate the Town" and the "Pioneer" figureunlocksat the store so go ahead and buy him to complete the mission. This willunlockthe "Piano Player" for purchase and you will notice that a prize capsulejustappeared over in the area near Stinky Pete so head on over to pick up(CP47)Gold Suit Outfit and you should also see a present sitting on the ground

    nearthe wooden platform so grab that too for your paratroopers. A small cutsceneshows them dropping into position and these missions are now readywheneveryou want to do them. Well let them sit for the moment and talk to MayorHamagain for the next mission "Build the Jail". Both the "Jail" and the"Newspaper" are now available for purchase. Go ahead and start with theJail and buy the "Piano player" while you are at it.

    While the Jail is being built, talk to Stinky Pete to receive the"Conroys fallen in the Well" mission. Jump into the well behind the town hall tofindhim at the bottom. At this point youll probably get the gold sta r for"GoneWandering" if you havent already. Completing this task unlocks the "Goo"fromthe store. Talk to Conroy while you are there and get the "Well WellWell"mission. We will complete this while doing other things so dont worryaboutit for now. Instead, Im sure youve noticed the collectibles lyingaround solets grab them all starting with the closest one on your left (CP48)Finding

    Nemo Chest. Now we will work our way clockwise to get (CP49) Find NemoWindows, (CP50) Finding Nemo Coral, (CP51) Finding Nemo Fins, and (CP52)Finding Nemo Walls. Head up the mine cart tracks for (CP53) Finding NemoReefand (CP54) Finding Nemo Doors. Now jump back out of the well. You mightseea bandit creeping around now, so go ahead and hit him with a ball, pickhimup and throw him in jail. Once youve caught five bandits youll have

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    completed your first Pict-O-Matic mission, "Jailhouse Jamboree". Then,whenyou reach a total of fifteen youll get the gold star for "Jailer". Dont bother going out of your way for either of these. They should come duringnatural progression. If youve been mining all the gold veins as we cametothem then you should also have or be close to having th