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Old 04-28-2006, 04:42 AM
SirPopcornMegagrooven SirPopcornMegagrooven is offline
Sir Bingo BumpeNPoof
 
Join Date: Dec 2005
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Post Perfect Lawbot Strategy Guide for the Beginner

Thank you all for your very kind emails and comments on my strategy guide for battling the CJ. As per your request, I have started a new thread and made a few corrections - and it's a very fast read! It's kinda basic with no screenshots, but it works really well for fighting the Chief Justice successfully. Have fun!

How to defeat the Chief Justice

THE KEY to defeating the Chief Justice is stunning the cog Lawyers! Why is that? Here’s how it works:

Overview: When you first enter the courtroom, you are faced with the standard waves of cogs from the base of the Chief Justice, except these cogs are all level 8 and higher. That’s simply a matter of teamwork – take out the cogs, and you’ve “Passed the BAR Exam”.

Now it’s time to shoot toons into the juror’s chairs (aka shooting yourself into the water tower from the cannon in the trolley games.) Aim for the chairs and put your toon into the chair. You’ll need 8 toons in the chairs to “balance the scales” to start with, so if everyone simply gets a good aim on a single chair and makes sure that no cogs can stay in that chair, you’ll balance the scales, which is a very good start.

After that, you’ll start tipping the scales completely in favor of the toons. AT LEAST 4 of the toons should stun the cogs, and the other 3 or 4 should fill the scale pan with “evidence”. It’s important to stun the cogs properly, as that will keep everyone’s health up and give the scale tippers a chance keep filling the scale. Every time a toon hits the scale pan with “evidence” (evidence takes the place of pies that you throw at the VP), the Chief Justice turns red for a second, and his case is hurt a little. If done right, eventually the toons (the defense) will win the case, and he’ll roll into his chambers, and you’ll have won the day! While all this is happening, you’ll need to avoid the jumps of the Chief Justice (listen for the buzzer, and then the standard jumping sound from the VP), you’ll need to avoid the giant gavels (big hammers) that fall, and you need to refill your evidence when you run out (you get 38 “pieces of evidence" when you visit the Witness Stand as a beginner cog suit).

Here’s the strategy that works really well so far:
4 or 5 toons should stun the cogs (1 as backup when evidence runs out), and only 3 or 4 toons should tip the scales. One toon should take the first 2 cogs, a second toon should stun the 3rd and 4th cogs, a third toon should stun the next 2 cogs, and a fourth toon should stun the final 2 cogs. See graphic below. If there are 5 stunners, there really isn't just one "backup" - but that toon should stand in for another toon who runs out of evidence. The toon who just refilled his evidence should now become the backup for the next toon who runs out of evidence, and so forth. That way the cogs stay stunned at all times, health never drops low enough to need a toonup from a toon, the scale pan fills up very quickly, and you win the CJ battle easily.


The idea behind making sure the lawyers are stunned is three-fold:

1. They are throwing evidence into their side of the scales, and stopping them makes the job of the toon scale-tippers that much easier.

2. They are throwing evidence at other toons, knocking 5 laugh points off every time they hit you! This will wear you down faster than jumps from the Chief Justice (yup, just like the VP).

3. Stunning all the cog lawyers will also give everyone a toon-up, as well as a 20-second period of time where the evidence that the toons are throwing into the scale will DOUBLE, making the job of tipping the scales faster!


Now you see why stunning the cogs is of absolute importance! The toons who are tossing evidence into the scale pan should face the line of lawyers, because if you see evidence coming your way from them, you simply jump over it, and continue to hit the scale pan.

That’s pretty much it! Have fun, and good luck!
SirPop/Bingo