For You Go Here, pick up a stuffed animal near the beginning of each level and place it on the pedestal within that same level. There are four deliveries. The critical condition is surviving between pickup and placement: a death makes you lose the carried toy. Reaching a pedestal after dying does not finish that delivery.
Use the locations below to plan the destination before you begin. These are full-game routes. The challenge is easier to approach once you already know the campaign's jumps and pursuits; ordinary collectibles and the toy deliveries do not need to compete for your attention during the same attempt.
All four pickup and pedestal pairs
| Level | Pick up the toy | Deliver it here |
|---|---|---|
| 1 | Beside the tent above the box office | Corner of the gift-shop basement where you collect fuses |
| 2 | On boxes to your right at the chapter start | Open water cave reached through a right-hand cave after the gondola key gate |
| 3 | End of the floating-plank crossing in the early gated area | Left side of the area with a slope-shaped building after the large metal structure |
| 4 | On the ground when control returns after the opening chase | Left side of the path after the dynamite door |
These are separate deliveries. Do not try to keep the first toy through all four chapters. Once a toy has reached its own pedestal, your next task is the next level's pickup and destination.
Level 1: box-office tent to gift-shop basement
After entering the box office, climb the ladder. The stuffed animal is on the ground beside the tent. Pick it up before continuing through the attraction, and keep the basement destination in mind as you pass the exhibits and approach the gift-shop section.
Your target is the basement where the fuse objective takes place. Look in a corner for the stuffed animal pedestal. It is a placement opportunity within the level rather than something you should postpone until the entire gift-shop escape is over.
The route between the tent and basement includes the attraction's normal traversal and puzzle sequence. Collecting the toy does not bypass those requirements. If you are unfamiliar with a jump or a timed route, learning it on a separate run is less costly than discovering the movement during a delivery attempt.
When you enter the basement, identify the pedestal before moving on. Being in the correct room is not the same as placing the toy. Interact at the destination while you still have it, then proceed with the campaign objective.

The Level 1 delivery destination is in the basement beyond this entrance.
Level 2: starting boxes to the cave beyond the gondola gate
At the beginning of Level 2, look on the boxes to your right for the stuffed animal. This pickup starts a delivery through the underground route. Its pedestal is much later, around the gondola section.
Continue the level until you obtain the gondola key and use it to open the small gate. After passing that gate, look for a small cave on your right. Follow it into a large open cave containing water; that is where you find the pedestal.
The useful landmark is the opened gate. The pedestal is not simply beside the starting boxes or at the first body of water you encounter. Level 2 contains several cave and machinery sections, so anchoring your search to the gondola key prevents a broad, unproductive scan of every water area.
On a delivery run, avoid extra detours that add jumps you do not need. This is a planning choice rather than a hidden rule: the longer you spend taking unfamiliar routes, the more opportunities you create to lose the carried toy. If you want to explore thoroughly, do that before committing to a clean delivery attempt.

The Level 2 pedestal route continues through the gate opened with the gondola key.
Level 3: floating planks to the slope-shaped building
Near the start of Level 3, find the gated area on your left. In that area, cross the wooden planks floating in the water. The stuffed animal is at the end of that crossing.
Pick it up and continue through the chapter. The destination is later in the large underground section, after you climb the large metal structure. You will reach an area containing a slope-shaped building. Search the left side for the pedestal.
That combination of landmarks is more useful than searching every building with a ramp. First identify the large metal structure you have climbed, then the slope-shaped building beyond it. The pedestal belongs to that onward area.
Level 3 expands the movement demands with goo bounces and wall running. A toy run is not the time to improvise an unfamiliar optional crossing. Use the route you already understand, maintain focus through the required movement sequences, and inspect the destination as soon as you reach the correct building.
Level 4: opening-chase pickup to the dynamite door
After the chase at the beginning of Level 4, the stuffed animal lies in plain sight on the ground when you regain control of Jordan. Check the immediate area before you leave it. The timing matters: the pickup is after that opening sequence, rather than a toy you must recover before the chase begins.
The pedestal comes later, just after you use dynamite to blow a hole through a door. Continue through the opening and look on the left side of the path. The pedestal is in plain sight there.
Do not confuse this with every explosive interaction elsewhere in the campaign. This delivery belongs to Level 4 and the door on its route. Once you reach that landmark, scan left before committing to the next onward stretch.
Recover a failed delivery through Level Select
If you die before placing a toy, return to the main menu and start that level again through Level Select. You need to pick up the stuffed animal again and carry it to the pedestal on a successful attempt. Continuing the level after the death may still advance the story, but it does not restore the lost delivery automatically.
You do not need to restart the whole campaign because one level's attempt failed. Keep track of which placements you completed, then use Level Select for the remaining delivery. A simple four-entry checklist is enough: pickup alone should remain unchecked until you actually place the toy.
Be careful when treating a checkpoint as insurance. A checkpoint that keeps story progress is not a promise that the toy survives death. For this challenge, the relevant question is whether the delivery has been completed, not merely whether you reached a later save point.
The practical order is to learn the level, make a deliberate delivery attempt, and confirm the placement at the pedestal. If a launch bug causes an unavoidable death, record the exact point and your platform before retrying. Steam patch 1.0.9 addresses some progression problems, but it is not a verified guarantee that every toy run or console encounter is free of faults.