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Collectibles Guide


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Toy Story 3 Collectibles

!!!COMPLETED / THERE MAY BE SPOILERS!!!

 

Hey Everyone, here's a guide to the game's story mode collectibles separated by level. As of this edit, all levels are complete. One important thing to note, say you are missing only the Alien in level 8 (like me). You can go into the level and do what you need to do to get him and then SAVE and quit out to the game board. Your item will be saved and you can just then move on to whatever you need to do next. There is no need to finish any of the levels a second time after you get what you came for. Also, just in case you didn't know, after you complete a level you can move your crayon over it, press "A" and it will tell you the type and number of items that you are missing in each level. Bear with me as it's my first attempt at a guide. Any constructive comments are appreciated. Thanks everyone.

 

Special thanks to Crusty for tipping me off on the last few I was missing. You rock!

 

Legend for abreviations:

 

CC = Collector Card

SP = Special Card

TP = Townsperson

AM = Andy’s Memorabilia

ZP = Zurg Parts

AL = Alien Figures

 

Level 1 - Train Rescue / Loco Motives

 

1) CC – after very first jump head to the left and go up and over the ramp, follow it all the way to the right for the card before dropping back down.

2) CC – after #1 you will be falling right on top of this one in the middle of the track.

3) CC - as you move down the canyon it will be on your right as the rock ledge starts breaking.

4) CC – after Ham shouts the end of the canyon and you jump over the first fence in the cave, head left and following the mine cart rails, jumping along the way to the end.

5) CC – on the train, after saving the first orphan it is directly in front of you.

6) CC – after saving the second orphan, (the one where you lift the cage by shooting the target) it is directly in front of you.

7) TP – after getting the last card, break the long grey crate ahead on the left for the Woody figure.

8) CC – after rescuing the third orphan, smash the door with “Y” and it is directly ahead.

9) SP – when you get to the section with 4 cows, lower the catapult with a ball, pick up a cow and place it on the catapult to send it for a ride. Lower the catapult again and this time you jump on. After that you’ll see the card directly ahead in the hole made by the cow.

10) CC – immediately ahead to the left, you’ll see the next card in front of the crate.

11) AM – Once you rescue the final orphan, this will appear directly ahead of you.

 

Level 2 - Andy's House / Hold the Phone

 

1) TP – as soon as you start run straight ahead under the bed to find the Jessie figure.

2) CC – as you come out of the bed you’ll see an orange trash can with a teepee on it. Jump inside for this card.

3) CC – now move to the right and you’ll see a red box, push it out of the way for the card in the box.

4) CC - Jump up onto the red box and head left to the computer desk. Cross the desk and jump over to the stack of boxes on the wall. When you get to the one with the “?” on it, jump and press “Y” and you will land on it.

5) CC – Wall jump back up, and then continue around to the bed. Cross the bed and look for another “?”. Jump and “Y” for one more.

6) CC - Leave Woody there and switch to Buzz (press LB). Now retrace Woody’s steps back to where you left him. Pick him up with “X” and toss him to the top of the white dresser with “RT”. He lands with a thud and out pops Ham and the card. Just switch back to Woody and drop down.

7) SC - After picking up the cell phone, you’ll be in the basement. Head straight ahead towards the stairs. You’ll notice a vent at the bottom, smash thru with “Y” and pick up your card.

8) AM – now head all the way up to the top of the stairs and jump up onto the box for the next collectible.

9) CC – now jump onto the stair railing and slide down to the ironing board. Its directly ahead.

10) CC – now grip/jump up the red boxes along the wall abutting the stairs. Once on top you’ll see it in the corner of the room on top of the fridge.

11) CC – Jump over to the shelf on the left, and use the red handle to slide open the door for another card.

12) CC – Now do a big double jump down to the tool bench and you’ll know some boxes down. Head down to the ground floor and push the red box to the laundry machine and use it to jump on top to the Army guy. Pick him up and look for the pumpkin basket. The card is right beside it. Give the army guy a toss and land him on the card. Just push up the whole way and you should make it there easy.

13) CC – Switch to Jessie and climb the boxes to the tool bench. Zigzag up the darts (“A” then press “X” in the air, move courtesy of Sly Cooper), cross the small shelf and red brackets to another army guy. The card is behind the bottles of cleaner. Card set 1 complete!

 

Level 3 - Buzz Video Game / To Infinity and Beyond

 

1) CC – While flying thru the asteroids, you’ll come to a open area with a bunch of them. Blow of them all up and it is directly ahead.

2) CC – While flying you’ll get to a part where you need to dodge walls by pressing a direction and “A”. A little ways after that section you’ll be in another relatively open area with a bunch of asteroids. Blast away and it is directly ahead of you.

3) CC – You’ll get to another “dodge the walls” section, this time a it’s a bit more tricky. It will be in the middle directly after one of the walls.

4) SC – After landing on the planet and making it past the meteors smashing into the ground, you will come to an area with floating platforms. Make your way thru until you get to the section that has the round floating mines. As you continue on you will see the card in the distance. Once you get as close as you can, look to the right and hold down “A” to heat and explode the crystal. Now act fast and jump onto the platform that goes by and then quickly leap to the card.

5) CC – After slamming the 2 pieces of rock into the ground to make the air pressure greater, you’ll be on more floating platforms with the round floaty mines. Make your way around and you’ll see the card in the middle.

6) CC – after getting the last one you should see this one right in front of you near the right edge of the area. Might be tough to see through the mist but it’s there.

7) TP - After entering Zurg’s base, going past the spikes and dropping down the vent into the electrified green area, you’ll come to a big spinning drill thing. Move to the right just past this and look up for the Buzz figure. A couple of wall jumps and it’s yours. You need to be in the middle of the wall, not all the way to the back or front.

8) CC – Once you climb to the top of the drill, the card is on top to the left.

9) CC – After recreating the intro scene from Toy Story 2, you will come to an area with a red “Z” floor, some wall mounted turrets and robots. Clear the room then shoot the 2 crystals under the floor, one on each side of the room. When the barrier drops, leap into the hole and it’s in the corner of the “Z” shaped room, opposite the exit with the 3 coin capsules and vent.

10) CC – On top of the second drill that you have to climb.

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Level 4 - Sunnyside Daycare / Fair Play

 

1) CC – right at the start change to Jesse, turn left and you should see a coin capsule. Jump up to the ledge and continue straight ahead along the shelf tops to what looks like some storage bins stacked upside down on top of the blue cabinets. The card is right behind that.

2) SC – Now climb on top of the storage bins, leap to the overhead light nearby, double jump to the next light to your right and then to the butterflies in the middle (you can also just double jump and then press “X” to the butterflies). Cross the butterflies to the other row of lights and you should see the card near the ceiling by two more butterflies. Zigzag up and leap to the card then press “X” to land back on the butterfly.

3) CC – From your butterfly perch, leap back to the closest light and look slightly left. You will see two more butterflies. Leap across to the front light (near the green house where you started the level) and then make the final leap to the green roof and your card.

4) TP – Switch to Woody and jump out the same way we started with Jesse but stop on that first ledge (animal tank with a red snake in it). Now switch to Buzz and grab Woody. Move to the edge farthest away from the green house and toss Woody to the green roof. (You can also just do this for the last card we picked up, might be easier for some). Now switch back to Woody before he slides up and head toward the wall with balloons on it. Straight ahead you should see 3 golden hooks. Now just swing across for your Daycare figure.

5) ZP – You should now be on the floor, so turn 180 and head back to the green house and stand at the bottom of the ramp looking up it. Around the right hand side you should see a brown stool and the head will be on top.

6) ZP – 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 body.

7) ZP – 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 for the gun.

8) CC – Now pan your camera around until you see Ham. Run towards and then past him and you should see a coat rack. 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 and use “X” on the hook to reach the top of the cabinets and your next card. Go back to Rex

9) CC – Now switch to Buzz and get 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 card on top.

10) ZP – Drop down on top of the green desk below and look underneath for the cape.

11) CC – Now run back toward the green house we started at and along the way you’ll see a small gap that you can wall jump to the top of the cabinets that had the storage bins 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 so swing across to the light at the end and take notice of the silver chain running off one of those light corners. Switch to Buzz and climb up the same gap which 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 card. Whew!

12) CC – Head to the green bug like guy (Twitch) near the ramp by the green house. Race around on Bullseye and complete the event by popping all the balloons (40). Once done the card will be right beside him.

13) CC – 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 all 10 to win the card and once again it will be right beside him when you are done.

14) CC – And finally head to the rocky brown dude (Chunk) near the big chair for Alley Throw. This is the toughest mini game yet and you need to stop all 100 aliens for the card, 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 from button mashing over and over again. Good luck!

 

Level 5 - Bonnie's House / Witch Way Out

 

1) CC – Work your way around the start of the level and when you get to the pink lamp look up and you will see it by the light bulb. Use "X" from the far edge of the platform to swing up to it.

2) CC - Next you will come to an area where you need to smash a block pile, wall jump, smash a book flat and then smash the block pile underneath for the card.

3) CC - Continue the only way you can and climb the pile of books in the corner. Jump up to the small ledge above you and shimmy to the end, jump across and drop down on top of the book for the next card.

4) CC - As you continue the only way you can, you come to a section that has floating green soap. Once you leap off the last soap bar, you need to dash to knock down a bag. Keep heading this direction (left) and you’ll find 3 helicopters to swing across and a card at the end.

5) CC – head back the way you came and now jump to the brown shelf for another card directly in front of you.

6) CC – now continue on and you’ll need to shimmy along some crayons on the wall. Follow it around and smash thru the block pile. Jump on the floating book and then quick jump to the other side before the book you are on rises. Smash another block pile and the card is yours.

7) SC - Continuing along you will come to hamster cage. DO NOT leave this first hamster section yet. Instead jump onto the blue platform and then double jump straight up to the tunnel above you. Wall jump up the tunnel for the card. If you continue forward without getting this first you will have to replay the level again. Thanks to Crusty and his great memory for pointing this one out.

8) CC - Next thru the hamster tunnel and across the floating books, you’ll land on a pink bag. You should see another card off to your left on a green bar of soap, so just jump on over to grab it.

9) CC – Ride the first grind rail into the battery control room. Insert first battery and ride the lift to the top to the purple ledge that leads outside. Before going out head all the way to the left along the purple edge for the card.

10) TP – At the top of the elevator, ride the second grind rail and leap to the first green loop on the right, then leap to the green line on the left. You’ll end up in an asteroid. Follow the path down and to the left and you’ll come to a dead end with a breakable floor. Ground pound and you’ll land beside the Blue Dog figure. As a bonus, you should now have the Townspeople Hunter Achievement.

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Level 6 - Prison Break / Hide and Sneak

 

1) AL – after hitting the switch to open the barrier for Jessie, run past her to the back window and make a right for the Alien Prisoner figure on top of a box.

2) CC – push the red box and hop the wall and get on top of the nearest table. Straight ahead on top of the next table is the card.

3) CC – now look to the third table and underneath it is the next card.

4) CC – to the right of this table is a wall that helicopter spotlights are moving along. Underneath the table along that wall is where the next card waits for you to grab.

5) CC – Now head to the back corner near the area Ham is held and you should see it on the floor past the ramp.

6) CC – head up the area towards Ham’s switch and you’ll get to a part where you need to hang from window sills. The prison switch is to the left but your card is to the right.

7) CC - head into the ground floor of the Slinky Dog switch area and as soon as you pass the spotlights it will be on a shelf to the your left.

8) CC - Switch to Jesse and head over the red box and straight ahead toward Rex. Get between the spotlights and jump up the darts. Wall jump to the top and head to the right past the red switch and to the card on a small shelf.

9) AM – jump back to the previous shelf and turn to your left and leap onto the overhead light for the collectible.

10) SC – Double jump straight ahead to the next light for this card.

 

Level 7 - Junkyard / Trash Thrash

 

1) AM – right after saving the alien guys, switch to Woody and bust thru the vent, climb the ledge and use “X” to swing onto the handle and up to the collectible on the top ledge. Another bonus is that you just unlocked the “Memories” achievement!

2) CC – Move along the level and Buzz will throw a box down to Jesse. The very first time you switch to Jesse and BEFORE breaking thru the fan, immediately pull a 180 and run left for this card.

3) CC - Now continue on to the box that Buzz dropped and hop on it and then up to the top of the high ledge for the card.

4) SC – then double jump under the ledge Buzz is on and turn left. Leap the gap for another card.

5) CC – Jesse will hop on a valve to shut off some steam for Woody, switch to Woody and shimmy across the yellow and black pipe, leap past the electricity and climb up 4 more pipes. Shimmy left and hit the red button then head back to the right and jump over to the air duct and you’ll see the card in the back.

6) AL – As Jesse, follow the path around and jump and “X” onto a button that releases electricity upwards. Switch to Buzz and move to that corridor and wall jump to the top. Grab a box and move to the right and drop down the edge. Toss the box over the back edge and now switch back to Jesse. If the button she is on has move back to the left side just jump straight up and press “X” again to move it back to the right. Now get over to the box Buzz dropped, climb on top and jump to the left for your Alien – Zurg.

7) CC – after stopping the smashing things switch to Woody and jump up and to the right of the newly exposed duct.

8) CC – then cross the blue floor heading toward the screen and it is right on the edge in front of you.

9) CC – Switch to Jesse and jump across the flaming pipes, land on the valve and then jump to the ledge for your collectible.

10) CC – Switch to Woody and swing across the handle to the next platform and your next card.

11) CC – After Buzz hits the red switch, change back to Woody and jump along the swinging platforms. Swing across the handle at the end and land on the other side for the card.

 

Level 8 - Haunted Bakery / Muffin to Fear

 

1) SC – from the start of the level head down the road to the left and you should see some scaffold type structure in the distance. Hop on to the rock on the left, then to the small ledge and finally up to the top for your card. Achievement Unlocked.

2) CC – The wedding cake will start to destroy the buildings. If you were facing the cake from the starting point, head to the building closest to the cake on the left side (Tailor). Climb the charred remains and it is on the top floor.

3) CC – now turn head to the second house on the left (Newspaper) and it is on the second floor of that burned out building.

4) CC – now head directly to the second floor of the burned out building across the street on the right side (Saloon).

5) CC – get to the top of the first building on the right (Jail) after it has been reduced to rubble for this one.

6) CC – if you were back at the starting point and facing the cake, turn a 180 and climb to the second floor of the burned out building right in front of you (General Store).

7) CC – now head to the destroyed building to the left (Barbershop) and just jump to reach the card.

8) CC - and now let the green bubbles destroy the last building on the right (Bank) and it will once again be at the top.

9) AL - During the Boss fight with the cake, you need to completely destroy all the buildings. You can either just run around shooting the buildings, have the floating witches destroy them with the green bubbles or even blast them to pieces with your large space cannon. Every side of every building on the main 2 streets. Once that is done the final alien will appear right in the "T" intersection. Thanks to Crusty for figuring this one out. Achievement unlocked! And if you followed the guide and have everything else you will also nab "The Collector" for a cool 120http://www.xbox360achievements.org/forum/../images/misc/g-icon.gif. That's it for story mode.

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For some reason the titles for each level is named different in my game.? Possible region difference ??

 

Maybe, first I've heard of it. If you send me the list of what yours are called I check into it. Mine are also the same as the respective achievements for the levels, so are your achievement names different?

Either way, I did them in order from levels 1 thru 8 as you play thru story mode so you shouldn't have any problems.

 

If there are different names, I'll update the guide and show both to avoid confusion.

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Witch Way Out

 

7) CC - Next thru the hamster tunnel and across the floating books, you’ll land on a pink bag. You should see another card off to your left on a green bar of soap, so just jump on over to grab it.

8) SC - DO NOT leave this first hamster section yet. Instead jump onto the blue platform and then double jump straight up to the tunnel above you. Wall jump up the tunnel for the card. If you continue forward without getting this first you will have to replay the level again. Thanks to Crusty and his great memory for pointing this one out.

 

You may want to switch these two collectables in your guide. By the time you get the card for number 7, you're already too far to go back to get number 8.

 

Great guide though, thanks for putting it together.

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You may want to switch these two collectables in your guide. By the time you get the card for number 7, you're already too far to go back to get number 8.

 

Great guide though, thanks for putting it together.

 

Great catch and guide is updated as requested. This is one that I missed my first time thru so I must have put it in the wrong space when I went back to insert it. Thank you.

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Maybe, first I've heard of it. If you send me the list of what yours are called I check into it. Mine are also the same as the respective achievements for the levels, so are your achievement names different?

Either way, I did them in order from levels 1 thru 8 as you play thru story mode so you shouldn't have any problems.

 

If there are different names, I'll update the guide and show both to avoid confusion.

 

disregard...I was hovering over each level on the board that shows a different name.. Its when you click on them they show you the name of the level that you have. Sorry

 

Matt

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"Trash Thrash"..... is there a mis-count on CC's? On the game board it says there are 8 and i have 7 of 8 after going through once and then with the guide... Can't find an 8th.. Any help?

 

Saw your other post and added the "CC" to number 3. If you still have problems I'm currently finishing up an actual walkthru that has the whole level step by step. Thanks

 

Just a thought, do you have a print out of the initial guide? If so I was missing 1 when I first posted the guide. I found it later and did the edit to complete it. If that's the case the one you need is number 2 from the current guide up above.

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Problems with Trash Thrash

2CC

 

 

Is confusing because most people will walk to the spot where buzz throws the box and turn around and not see a collectible there, or they will see the next one and think theyve gotten the right one.

 

I know that sounds confusing but all you need to do is change it to. as soon as you get control of jess go left, its right at the start. To stop people from progressing to the box throwing point and then turning around and collecting the wrong one.

 

Also Im very tied so if this doesnt make sense just ignore my post.

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Problems with Trash Thrash

2CC

 

 

 

Is confusing because most people will walk to the spot where buzz throws the box and turn around and not see a collectible there, or they will see the next one and think theyve gotten the right one.

 

I know that sounds confusing but all you need to do is change it to. as soon as you get control of jess go left, its right at the start. To stop people from progressing to the box throwing point and then turning around and collecting the wrong one.

 

Also Im very tied so if this doesnt make sense just ignore my post.

 

description has been tweaked. Thanks

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