Family Guy - Back to the Multiverse
Collectable Thingamajigs Guide

Contents

1) Intro
2) Legal Mumbo-Jumbo
3) The Actual Guide
	3A) It's All Greek to Me
	3B) Something's Amish
	3C) Handicapable
	3D) Pussy Whipped
	3E) No Cheese, Please
	3F) Legend of Long John Peter
	3G) Santa's Sweatshop
	3H) Chickens in Space
	3I) Chicken Fight!
	3J) There's No Place Like Home
4) Conclusion



1) INTRO
   =====

Please don't automatically skip this section, there's some important
information here that'll come in very handy.


Anyway - hi there! I'm Darth Marsden, and welcome to my guide for
Family Guy - Back to the Multiverse. If, like me, you suffer from a
form of OCD which makes you unable to stop playing a game until
you've finished it 100% with every single collectable thingamajig
game developers absolutely positively have to hide in the most
frustrating places imaginable, then you've come to the right place.

A lot of the games I play are guilty of hiding their collectables in
the most ludicrous places, and the latest Family Guy game is no
exception. Although the vast majority of the findables aren't too
well hidden, there's usually one or two that are a pain in the ass.
Which is where I come in!

Anyway, there wasn't a guide for FG:BttM, so I decided to write one
myself. I hope you appreciate it - it was extremely tricky in places,
and I had to pause the game constantly to write it, meaning I got to
hear the Family Guy theme over and over again. Grr.

For the record, I played through the PC version of the game (which
suffers from a really quite bad port, for what it's worth), though
this guide is equally applicable to the other versions of the game
on the PS3 and XBox360. This shouldn't make a massive difference if
you're just trying to find the odd collectable or two, but I still
feel it's worth mentioning.



2) LEGAL MUMBO-JUMBO
   ===== =====-=====

I replayed the game, writing this guide as I went along, on the
Sun 25th and Mon 26th  of November '12, and I worked pretty hard
on it, so don't nick it and try to pass it off as your own. Finally,
I'm only submitting this to GameFAQs, so don't upload it to your
website if you are not GameFAQs.

So... This file is copyright 2012-Present Chris 'Darth' Marsden.
All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.

...and that's it. That wasn't so hard, was it?




3) THE ACTUAL GUIDE
   === ====== =====

Ok, brief explanation of how this works. First is the name of the
level, then the list of all the pick-upables. There's either one
or two depending on the level, and I'll be describing each.
You'll pick it up pretty quickly. Unless you're stupid.


3A) IT'S ALL GREEK TO ME
    ---- --- ----- -- --

Unlike most of the following levels, this one's quite open, and
as the pictures are all named (though it's a bit hard to see
that) I'll be going by those rather than numbering them.

Lucy - After Mort tells you that you should pick up the extra
	pictures and the side-mission actually appears on your
	objectives screen, head to the house directly behind where
	you're now standing and check the porch.
Apple - From Lucy, head past the van with the guy getting high
	and check the porch of the other house.
Coco - This one's on the porch of the 'NOT' house (the one to
	the left of the police car parked on the grass).
Diana - In the front yard of the house to the right of the
	police car parked on the grass, on one of the tables.
Alana - In the back yard of the house to the right of the
	police car packed on the grass, on one of the tables.
Paris - On a table in the middle of the roundabout.
Lauren - On a table in the front yard of the house to the right
	of the heavily armed house (where you grab the tap).
Christy - On the porch of the house to the right of the heavily
	armed house.
Mona - Around the back of the house to the right of the heavily
	armed house is a bunch of skate stuff. Check in the
	middle of this stuff to see the picture.
Kimmy K - From the skate stuff mentioned above, look to the right
	to see a gas canister next to a fence. Shoot the canister
	to blow up a section of the fence, revealing the picture.
MaryKate - After stealing the tap, you'll jump across the gap
	directly opposite the house. Check the table here.
Chelsea - After being told to steal the frat boy's jackets,
	head for the manor opposite the heavily armed house.
	You should see Meg on the porch - the picture's by her.
Moonunit (?) - From Meg, look to the right and you'll see a
	corner with some bushes. The picture's by those.
Stacie - In the back garden of the house Meg's at, the picture's
	on a table in the corner.
Jessica S - When you're told to steal the speakers, you'll head
	round the back of the 'NOT' house. Check the porch behind
	the actual speakers to find the final picture.


3B) SOMETHING'S AMISH
    ----------- -----

Two sets of things to get. The first is Wanted posters, which are
standard collectables and I'll say no more about them.

The second, though, are chickens, which you need to shoot.
These are... well, trickier. I found that, in my two playthroughs,
some of these things moved, which leads me to believe there are
several different possible locations the chickens appear at.
I've listed the ones I'm aware of, so bear in mind that they
may not actually be in every location.

As for how to deal with them... I recommend you shoot them from
a distance with the sniper rifle or just throw a grenade
at them, since if you get too close they start to run around,
which is a massive pain to deal with.


Poster #1 - Once you leave the initial barn, look to your left.
Poster #2 - In the beginning of the level, to the left of the
	path. You should have had to shoot an Amish man who was
	putting this up during the sniper section.
Chicken Location - Around the 1st WOAH sign.
Chicken Location - To the right of the 'Going Out of Business'
	store, by the fence.
Poster #3 - Opposite the 'Mile Saloon' is a path leading to a
	store - the poster's behind that.
Poster #4 - To the right of the second WOAH sign, on the side
	of a red barn.
Chicken Location - Around the unfinished barn.
Chicken Location - To the left of the unfinished barn, behind
	a fence. Use a grenade to get them (if they're there).
Poster #5 - Once you knock doen the lookout tower, check the
	building it falls next to. The poster's on the side.
Poster #6 - Opposite the Adam West scarecrow is a path leading
	to a gate. The poster's on that gate.
Chicken Location - Opposite the horse stables behind the fence
	is a pumpkin patch. The chickens like to hide there.
	Try climbing onto the crashed cart to snipe them.
Chicken Location - Towards the end of the horse stables.
Poster #7 - On the very end of the horse stables, next to the
	gate. Someone should be hammering it in.
Poster #8 - On the barn where Betram's weapon is being made.
Poster #9 - Next to the second tree you need to burn down,
	pasted onto a rock.
Chicken Location - As you enter the quarry, look up and to the
	left to see a platform in front of the house. If there,
	you should see the chicken(s) on that platform.
Poster #10 - As you enter the quarry, follow the path to the
	right and you should see the poster on the wall just
	before the tracks start.
Poster #11 - As you head down the first ramp in the quarry,
	there should be a man hammering a poster onto one of
	the support structures.
Poster #12 - The final poster is on the side of the ramp on
	the very bottom of the quarry.


3C) HANDICAPABLE
    ------------

One collectable, one destructable.

The collectables are handicapped placards, which are oddly
large, but whatever, cartoon physics and all that.

The destructables are the yellow short buses, and I'm not going
to list them because they're painfully easy to find. There's
usually a cutscene showing them off as they arrive, and the
enemies tend to spawn from them, so you should want to destroy
them anyway. There's seven of them, for the record, and if
you've gotten then all, the last should be the one on the top
floor of the parking lot.

Placard #1 - In the opening area, to the far right of the first
	short bus, next to Al Harrington's wheelchair store.
Placard #2 - Near the hospital entrance, on the far right of the
	barricade blocking off the road.
Placard #3 - Behind the short bus next to Peter & Meg.
Placard #4 - On the bottom level of the parking lot, in the room
	underneath the ramp.
Placard #5 - On the top level of the parking lot, in the rear of
	the blue car on the far left side.
Placard #6 - In the first hospital area, head to the top floor
	and follow the path all the way round to the end.
Placard #7 - In the second hospital area, head to the middle
	level and in between the ramps, underneath the bridge
	across, there's a glass door with the placard by it.
Placard #8 - In the second hospital area, after disabling the
	alarm on the middle level, check the path to the right.
Placard #9 - In the second hospital area, after disabling the
	alarm on the top level, keep following the path around
	the edge of the area to reach the placard.
Placard #10 - In the boss area, check the benches that are in
	front of the middle cannon.


3D) PUSSY WHIPPED
    ----- -------

Just the one collectable - some kitty figurines.

Figure #1 - In the doorway to the right of where you start.
Figure #2 - After you're told to reprogram the radar tanks, look
	around you to see a broken plane above the number 97.
	Check behind the sandbags in front of the number.
Figure #3 - Look all the way to the left of the first radar tank
	to see a van that spawns enemies. Look behind this.
Figure #4 - To the right of the third radar tank is another van,
	this one in an alley. Again, look behind the van.
Figure #5 - Nice and easy - it's behind the fourth radar tank.


3E) NO CHEESE, PLEASE
    -- ------  ------

Again, just the one collectable - videotapes this time.

Tape #1 - This is behind the van you're supposed to jump on to
	from Fromer President Clinton's limo.
Tape #2 - After you ride up to the rooftops, make your way to
	the top of the closest air unit.
Tape #3 - In the second rooftop area (with the three guards you
	WILL fail to sneak past), behind the exit door in the
	corner are some crates. Smash them to see the tape on
	top of some barrels.
Tape #4 - On the restaurant roof, before jumping to the half-
	finished building, look to the left to see some cash.
	The tape's on the table there.
Tape #5 - Above the stairs leading down to the room with the
	gear, there are some wooden platforms. Tape's there.
Tape #6 - In Quagmire's hotel room, on a table in the corner.
Tape #7 - After destroying the helicopter, you'll end up next to
	the newly formed ramp. Turn around and look at the bin,
	because the tape's in there.
Tape #8 - Once you enter the book depository, you'll notice the
	path basically circles around a large area in the
	middle. Inside this area, near the boxes used for cover
	by the enemies, is the final tape.


3F) LEGEND OF LONG JOHN PETER
    ------ -- ---- ---- -----

One collectable, one destructable.

The collectables are pieces of eight, of which there are nine.
Pirates of the Caribbean flashback. Most of these are hidden
under crates or barrels, so you'll have to smash them to get at
the piece of eight.

The destructables are bouys that float past when you have to
shoot the ships. At first, you may think you need to use the
cannons to hit them - which is an absolute pain the the rear
end, by the way - but you can actually just shoot them with your
normal weapons, provided your aim's good enough. I suggest using
one of Brian's weapons with a scope - the standard sniper rifle
or,  if you've purchased it, the Rail Gun. 

The bouys loop, so you can take your time and wait for the next
one if you happen to miss it. I recommend you either shoot them
before they reach the enemy pirate ships, but you can also shoot
them once they've gone past them. You only need to hit three, so
there's no real rush. Just make sure you shoot them before
triggering Long John Peter's boss battle, because after that
it'll be too late.


Piece o' Eight #1 - In the very first room, under the crates to
	the left of the exit.
Piece o' Eight #2 - Inside the cleaning lady's cell. Shamus
	will open it once you let him out.
Piece o' Eight #3 - Under the crate inside the cell with the
	skeleton (opposite the cleaning lady).
Piece o' Eight '4 - Under the barrels that are directly
	opposite the crate that contains your weapons.
Piece o' Eight #5 - Under the crate in the Evil Monkey's cell.
Piece o' Eight #6 - Almost under the hay in Adam West's cell.
Piece o' Eight #7 - On deck, this is under the crates under the
	steps leading to the upper deck.
Piece o' Eight #8 - Opposite #7 are some smaller steps. This is
	under the crates next to the steps on the right.
Piece o' Eight #9 - Once you jump to the second ship, this is
	in exactly the same place #8 was.


3G) SANTA'S SWEATSHOP
    ------- ---------

Two collectables here. One's a calender (so I'll refer to them
by month rather than number) and the other's teddy bears. Or
Ruperts, as Stewie refers to them. Either or.

It's worth noting that you collect all the calenders in order,
except for September, which is first, for some bizarre reason.
After that though, it's the same as an actual calender. This
should make it easier to keep track of where you are with them.
Just remember that you skip over September and go straight from
August to October. Seriously, no idea why it does this.

September - In the far left corner of the starting area, next
	to an ammo crate.
Rupert #1 - After crossing the bridge over the sludge, look to
	the left of the factory entrance to see a sole present
	mixed in with some crates. The bear's in said present.
January - Just inside the factory entrance, atop some pallets.
February - In the main room of the factory, it's on the wall to
	the left of where you entered.
March - In the main room of the factory, it's on the wall under
	the ramp on the opposite side of the room you entered.
Rupert #2 - On some barrels to the right of the March calender.
Rupert #3 - As you go up the ramp towards the power switch, go
	up the first section and keep going. You'll find a path
	through some mailbags. Go up the stairs and follow the
	money to the left to find the bear.
Rupert #4 - After making your way across the conveyer belts
	with presents, shoot the sole present on the platform to
	uncover the bear.
April - From Rupert #4, it's on the barrels in the corner.
May - As you cross the walkway with the two fans trying to blow
	you off, you can see the calender on the wall right
	between the two fans. Carefully walk across the girder
	to reach it.
June - After crossing the first set of moving gears, it's on
	the wall at the far side of the walkway.
Rupert #5 - From the June calender, raise the lift up but don't
	ride it to the upper level. Instead, use it to get onto
	the girders and walk out to the bear.
July - After crossing the second set of moving gears, it's on
	the wall to the left.
August - After crossing the conveyer belt with the suicide
	elves, this is on the wall to the right.
Rupert #6 - Atop the ramp with the Jack-in-the-Box is a present
	on the right beind some crates. The bear's in there.
October - Before entering Santa's house, this is on the wall to
	the left of the door, behind the presents.
Rupert #7 - To the left of the door to Santa's house are some
	moving gears. Carefully jump to one of the spokes -
	you won't reach otherwise - and make your way across
	to the end, where the bear is.
November - As you enter Santa's house, this is on the wall
	behind the statue.
December - In Santa's office, to the left of the fireplace.
Rupert #8 - In Santa's office, in one of the chairs to the
	right of the fireplace.


3H) CHICKENS IN SPACE
    -------- -- -----

Only one collectable here, if you can call it that. You need to
rescue people captured in tubes. To free them, just use the
console on the front of the tube. All of these are fairly
obvious, but it wouldn't be a complete guide if I didn't point
them out anyway.

Bruce - In the same room as the switch you need to pull to move
	the second crate.
Cleaning Lady - In the same room as the switch you need to pull
	to move the third crate.
Herbert - In the same room as the switch you need to pull to
	move the fourth crate.
Mort - In the corner of the room where you can see Peter
	through the window. And hear him, somehow.
Joe & Carter Pewterschmitt - These guys are in the locker room
	after Mort / Peter. They're in the elevated section in
	the middle of the room, so be careful not to miss them.
Tom Tucker - Right after you return inside after your trip in
	space, make a hard right after the first door.
Quagmire & Cleveland - These guys are in the room where Bertram
	locks the door to the control room. Quagmire's in a
	corner of the room and you'll walk right past him -
	Brian even says a line about him - while Cleveland's
	to the right of him on the elevated section.


3I) CHICKEN FIGHT
    ------- -----

There's no collectables in this level. If you're hard up for
some cash, you can punch the Evil Chicken into some of the
scenery (or let yourself get shoved into it), but that's the
only thing worth picking up in these fights... besides health,
of course. You'll probably need health.


3J) THERE'S NO PLACE LIKE HOME
    ------- -- ----- ---- ----

One collectable, one destructable.

The colletables are plans for Bertram's multiverse remote, and
quite what he's doing leaving them all over Quahog I've no idea.
These'll be on walls throughout the level.

The destructables are some tacky lawn cutouts. You just shoot
these and then get a warm, fuzzy feeling. Ahh.

There's three seperate areas in this level, and I'll divide the
guide by these sections. Once you've opened the second you can
still head back to the first, but once you enter the third and
final area you're stuck there, so make sure you get all the
thingamajigs in the first two areas before you enter the third.


AREA 1)

Cutout #1 - As soon as the level starts, head backwards into the
	parking lot. On the ground floor is a store. Look behind
	that to see the first cutout underneath the car ramp.
Cutout #2 - Opposite the parking lot's car ramp is a makeshift
	ramp leading to the top of Das Gym. Go Up it and then
	down the other side. The second cutout's underneath the
	metal walkway you cross, behind some crates.
Blueprint #1 - In the other side of the alley from Cutout #2 is
	the blueprint, on the back wall of Mort's Pharmacy next
	to the fence.
Blueprint #2 - From Blueprint #1, head out aross the road. On
	the back wall of 'Quahog Boxing Gym', underneath the
	metal stairs up to the roof is the blueprint
Blueprint #3 - From Blueprint #2, head up the smaller metal
	stairs behind you into the building and head straight
	towards the wall in front of you to see this blueprint.
Cutout #3 - In the same room as Blueprint #3, look behind the
	store to see the cutout in the corner of the room.
Blueprint #4 - This is on the grass just to the right of the
	parking lot, opposite Ed's Motel. It's on the ground.
Blueprint #5 - From Blueprint #4, head to the right. Inside the
	doorway next to the white car is the blueprint.

AREA 2)

Cutout #4 - On the left side of the street is a garage with an
	ammo crate in it. The cutout's just to the left of this.
Blueprint #6 - On the right side of the street is an open
	garage. The blueprint's to the left of this.
Cutout #5 - Just to the right of the garage on the right side of
	the street.
Blueprint #7 - Once you defeat the T-Rex in this area, head to
	the left of where he was standing to find this one.
Blueprint #8 - On the path leading to the third area is a store.
	Check inside the doorway of the building just to the
	right of this for the blueprint.
Cutout #6 - Just to the left of the building with Blueprint #8.

AREA 3)

Cutout #7 & 8 - You start this area at one end of the street. On
	one side of this end are some burning weed plants. There
	should be a cutout on the left side of the house to the
	left of this. This seems to count as two, oddly.
Blueprint #9 - This is on the left side of Herbert's house,
	behind a tree.
Cutout #9 - This is to the right of the ice cream truck next to
	Herbert's house.
Blueprint #10 - This is on the side of the house opposite the
	Griffins at the end of the road.
Cutout #10 - This is between Joe's House and the Griffin's.




4) CONCLUSION
   ==========

Well, that's it. Just a few little bits of miscellany left.


Revision History
-------- -------

0.696 - Second version. Added collectables fot the final level.
	Did NOT appreciate having to start the game from scratch
	to verify these. Stupid game.

	Otherwise, this guide is now considered finished, unless
	there's any further clarifications required (or new
	chicken locations for Something's Amish are brought to my
	attention by anyone).

0.616 - First version. I typed up the guide from notes made as I
	played the game, so I know it's all accurate. Ish.

	I still need to list the collectables for the last level,
	which the game is being a pain about - I have to start a
	whole new game, becuase the last level appears to be the
	only one that doesn't respawn its collectables when you
	replay a level. I'm NOT pleased about this.

	And as for the version number... it's the REAL number of
	the beast. Seriously, watch Qi. It's an awesome show.



Contact Information
------- -----------

If you find any mistakes with this guide, you want to contribute
towards it or you just plain want to send me praise, then the
e-mail address to do so to is:

darth marsden @ gmail . com

(Remember to remove the spaces from that)

The GMail spam filter works pretty well, so make sure you put
something I'll notice in the Subject Bar. Something like
'Family Guy FAQ' or something. I do check the Spam section,
so chances are I'll spot it.



End of Line!