

Switch to the sheriff, then drop down from the platform you're on, and jump to the black- and yellow-striped piping. You'll eventually land on another handle, and it'll turn off the steam by Woody. You'll land on some piping, which is where Special Card 8 - Sid's Toys is placed.Īfter nabbing your latest collectible, resume making your way toward the right.

From there, double-jump to the next platform (away from the screen), and double-jump again toward the left. Grab the two additional Tokens, then pick up the nearby Toy Story 3 Card 7 - Sparks.

You'll soon come to the block Buzz dropped, so leap on top of it, then hop over to the higher level. Collect the Tokens, then continue onward. Land on it, and hop toward the screen again. Look toward the screen, and leap over to the spinning valve handle. Afterward, charge out of the vent, and run toward the right. Switch to Jessie, then run to the left to pick up Toy Story 3 Card 11 - Dolly. Quickly make your way down to the bottom, then grab onto the square blockade by holding the B Trigger, and push it out of your way. Run forward, and Charge through the wall fan. The scenery will change, and you'll still be in control of Buzz, but inside an air shaft. Keep it up for thirty seconds, and you'll be home free. To avoid a mincing, continuously Shoulder Charge toward the opposite end of the belt while evading the oncoming blocks. Though you're told to throw them in, there's no need for that-well-timed Shoulder Charges do the job just fine.Īlthough you've successfully rescued the Aliens, Buzz can't take the same chute, and a malfunction suddenly speeds up the conveyor belt. After a solid minute, the emergency chute to the side will open, and you'll need to send the Aliens into it.
#SID TOY STORY 3 HOW TO#
Sometimes, one of the Little Green Men may land on a block, and they won't know how to get down when this happens, hop up there with them, and hurriedly knock them off. It can take a while to pick them up and throw them out of your way, so you might want to knock the Aliens clear over them. While you're trying to keep the Aliens in the corner, compressed blocks of trash will occasionally roll out and complicate matters. If you knock them all over the place, this can become problematic, so the best area to Charge them toward is the upper-right corner. For starters, you can Shoulder Charge the Aliens to send them flying further and faster than you can throw them. All four of you will be constantly fighting to avoid the shredder, but unlike the Aliens, you have a few tricks up your sleeve, and can simplify the struggle. At first, only one of them will be on the conveyor belt with you, but the second and third will soon crawl into view. When this frighteningly dangerous level begins, you'll be in Buzz's shoes, and you'll have to protect three Squeeze Toy Aliens.
