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Old Factory merits

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  #1 (permalink)  
Old 08-25-2006, 06:11 AM
Wolfeh's Avatar
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Factory merits (and an ugly factory map)

I've actually figured out the values of merits you get from each set of cogs.

56 - *Lobby (front elevator)
72 - Gear Room (paint room has gag barrels)
64 - Boiler Room
56 - Pipe Room (North)
56 - Pipe Room (South)
56 - *Duct Room (side elevator) - Referred to as Stomper Room below.
64 - Oil Room (Lava room has gag barrels and toon up)
80 - Warehouse
80 - West Silo
80 - East Silo
112 - Foreman

Note: Values are based on an invasion. For values without invasion, divide them by 2.

Just for the Warehouse and Silos, you get 352 merits. So the best way to plan a route based on merits is up to the warehouse.

Long run is obviously all, 776 merits.

Shortest run possible is (408 merits) Stomper Room / Warehouse / Silos.
* This is giving consideration to those who cannot glitch.

Some quick runs:
464 - Stomper Room / Pipe room (one) / Warehouse / Silos
480 - Lobby / Gear Room / Warehouse / Silos
520 - Stomper Room / Pipe room (both) / Warehouse / Silos
528 - Stomper Room / Pipe room (one) / Boiler Room / Warehouse / Silos
544 - Lobby / Gear Room / Boiler Room / Warehouse / Silos
584 - Stomper Room / Pipe room (both) / Boiler Room / Warehouse / Silos

Any other routes that don't take you out of a semi-direct path to the silos will yield you 472 merits or less.

The 528 run is rather pointless. If you are going to go through the trouble for the boiler room, you may as well hit both sets in the pipe room and get the extra 56 merits, unless you need like 521 to 528 merits.

With these merits listed, I hope that it'll help someone, and that others will post their runs so that ideal paths can be learned (for getting the most merits in the least time). In other threads, the 520 route is referred to (which is where I learned it). I believe that if you are going to do that, you should hit the boiler room too, and get the extra 64 merits since you pass by it anyway.

Click here - List of different merit runs (to help with different suit levels)
Guide: The Lava Room - A simple but very helpful guide to getting to the gags in the lava room, by Princess Kait.

Click on link to see a nice map of the factory (Thanks to Kit T. Kat)
Attachment 88150

Edit history:
2006/08/30@17:17 Updated merit values; fixed errors
2006/09/07@01:37 Added ugly version of factory map
2006/09/19@12:49 List of different merit runs for different suit levels
2007/01/30@02:07 Corrected a couple of values
2007/01/31@17:50 Added link to lava room guide
2007/02/08@18:58 Added decent map that I hijacked from Kit T. Kat
Attached Images
File Type: jpg factory map.JPG (30.6 KB, 1718 views)

Last edited by Wolfeh; 02-09-2007 at 12:11 AM. Reason: See edit history
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Old 08-30-2006, 10:58 PM
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Quote:
Originally Posted by Wolfeh View Post
56 - *Duct Room (side elevator) - Referred to as Stomper Room below.
56 - Pipe Room (North)
56 - Pipe Room (South)
64 - Boiler Room
80 - Warehouse
80 - West Silo
80 - East Silo
112 - Foreman

Note: Values are based on an invasion. For values without invasion, divide them by 2.

Just for the Warehouse and Silos, you get 352 merits. So the best way to plan a route based on merits is up to the warehouse.

Some quick runs:
584 - Stomper Room / Pipe room (both) / Boiler Room / Warehouse / Silos
After doing a batch of factory runs, I thought I'd post a mini-guide for those that just want to get in, hit it, get out.

(1S) Single person run (assumes you have maxed sound & lure):
Gags needed: fog(3), cream pies(7), cake(3), hose(7), storm(3), goggles(3), big magnet(5+), $10(3+)
  1. Duct room - fog horn
  2. Pipe room (North) - fog horn
  3. Pipe room (South) - fog horn
  4. Boiler room - magnet, hose 3, pie 5, storm 6 (or skip this)
  5. Warehouse - goggles, hose both 4's, pie 5, storm 6.
  6. West Silo - magnet, storm 7, pie each 6 (hose if first hit doesn't kill)
  7. East Silo - magnet, cake 7, pie 6 (hose if necessary). If still lured, hose 6 . Re-lure 6 so you can call your doodle to toon up and to kill time until a cog invasion begins.
  8. Center Silo - goggles, cake 9 (hose if no bonus), cake 2 others. Hose and re-lure the final 6. Call doodle to toon up and burn time until next invasion (if no invasion or if invasion ended before you could finish). When ready, pick a gag and get rid of it.



(1L) Single person run (assumes no sound, bure with maxed lure):
Gags needed: fruit pies(2), cream pies(7), cake(3), hose(7), storm(3), big magnet(5+, $10(3+), goggles(3).
  1. Duct room - magnet, fp 3, hose 4, pie 5 (fp means fruit pie)
  2. Pipe room (North) - magnet, hose both 4's, pie 5
  3. Pipe room (South) - magnet, hose both 4's, pie 5
  4. Boiler room - magnet, fp 3, pie 5, storm 6 (or skip this)
  5. Warehouse - goggles, hose both 4's, pie 5, storm 6.
  6. Paint Mixer - restock on throw and squirt (get free beans too!)
  7. West Silo - magnet, storm 7, pie each 6 (hose if first hit doesn't kill)
  8. East Silo - magnet, cake 7, pie 6 (hose if necessary). If still lured, hose 6 . Re-lure 6 so you can call your doodle to toon up and to kill time until a cog invasion begins.
  9. Center Silo - goggles, cake 9 (hose if no bonus), cake 2 others. Hose and
    re-lure the final 6. Call doodle to toon up and burn time until next invasion (if no invasion or if invasion ended before you could finish). When ready, pick a gag and get rid of it.



(2S) Two person run (assumes one/both have lure; both have toonup & maxed sound):
  1. Duct room - sound: 1 trunk, 1 Aoogah
  2. Pipe room (North) - sound: 1 trunk, 1 Aoogah
  3. Pipe room (South) - sound: 1 trunk, 1 Aoogah
  4. Boiler room - (magnet + storm 6), (pie+hose 5, hose 3)
  5. Warehouse - (magnet + storm 6), (sound: 1 trunk, 1 Aoogah)
  6. West Silo - sound: 1 fog, 1 Aoogah (50 + 16 = 66 + 20% bonus)
  7. East Silo - sound: 1 fog, 1 Aoogah (50 + 16 = 66 + 20% bonus)
  8. Center Silo - (lure + toonup, if necessary), (sound: 2 fogs)
For the West/East silos, alternate on the fogs. During the center silo, both players will still have 2 fogs each, 1 for the first attack, and one for a backup attack if the first one misses.



(3S) Three person run (assumes one or more have lure, 2 or more have toonup, all 3 have maxed sound):
  1. Duct room - sound: 3 Aoogah
  2. Pipe room (North) - sound: 3 Aoogah
  3. Pipe room (South) - sound: 3 Aoogah
  4. Boiler room - 3 Aoogah
  5. Warehouse - 3 Aoogah
  6. West Silo - sound: 3 trunk
  7. East Silo - sound: 3 trunk
  8. Center Silo - lure + (toon up if necessary), 2 fog



(3L) Three person run (assumes one or more have lure, 2 or more have toonup, and 2 have maxed sound & 1 is soundless):
  1. Duct room - magnet + sound: 1 trunk, 1 Aoogah
  2. Pipe room (North) - magnet + sound: 1 trunk, 1 Aoogah
  3. Pipe room (South) - magnet + sound: 1 trunk, 1 Aoogah
  4. Boiler room - hose 6 + sound: 1 trunk, 1 Aoogah
  5. Warehouse - hose 6 + sound: 1 trunk, 1 Aoogah
  6. West Silo - lure + double hose 7, trunk + (pie each 6)
  7. East Silo - lure + double hose 7, trunk + (pie each 6)
  8. Center Silo - (lure + toonup, if necessary), (sound: 2 fogs)

Four person run is simple. Follow 3S, but 1 person lures each group. Center Silo, person with full laff toons up others, 1 lures, 2 fog.

** Please keep in mind that these are just basic guidelines for how I/we do a run, it's not a "follow or go sad" set of instructions. If something goes wrong, obviously you have to adjust for it, but overall it's the way to go IMO. **

Using the 3S method, we've been able to do the 584 run in about 10 minutes, including everything (opening doors, running, getting into battles, cogs exploding, dancing, etc). Given that it takes at least 2 or 3 minutes just to hit the Oil room (including time to run to it), and at least 4 or 5 minutes to get the Lobby and gear room, that's a very good average. (5 + 3 = 8 minutes, almost doubling the time). So for roughly the same time, if you go in with the right number of gags, you can do 2 runs and get 1168 merits instead of only 776 merits.

Anyone want to put up their own ways of doing a factory run, please do.


Edit 2006/09/02: 2S, West/East Silos, Fog+Aoogah is minimum not Fog+Trunk
Wow, it got stickied. ty!

Edit 2006/10/07: Removed duplicate line
Edit 2007/02/01: Added 1L, adjusted 1S

Last edited by Wolfeh; 02-02-2007 at 12:08 AM. Reason: See edit notes for edit history
  #3 (permalink)  
Old 09-01-2006, 10:52 PM
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Why isn't this stickyed!? THIS IS SO USEFUL! Thanks.

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  #4 (permalink)  
Old 09-07-2006, 06:53 AM
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Added map

Ok so it's a really really HORRIBLE map. But hey, it's a map. If anyone can make a better one.. PLEASE DO.

Meanwhile, I've been working on the best runs to take for the different necessary merits.

So far, I have:
2150 - either 3x584 + 1x408 (2160 total), or 2x584 + 1x520 + 1x464 (2152 total)

Based solely on getting the necessary merits with as little excess as possible. The list I'm trying to put together will try to take ideal times into consideration. As an example, getting 5500 merits, using a full factory (776) takes at least 15 minutes each trip. Taking only 7 full trips is 105 minutes (1:45), and only gets you 5432, leaving you 68 merits short. However, taking 11 runs at 520 each takes an ideal time of 88 minutes and gets you 5720 merits (220 extra, so you could skip 2 sets in the last run and get 5608 total, trimming off 2 or 3 minutes).

Already right there, you save at least 15 minutes easy. When I have more I'll be sure to post it in the first post.
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Old 09-08-2006, 10:57 PM
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Working on 1100 - basically a full run and a short.

Full run from front lobby.

Front Lobby, Boiler Room, Warehouse, West Silo, East Silo and Center was 472 with an invasion. I probably could have skipped the warehouse and still been good.

Thanks for the numbers for different factory runs - really helpful!
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  #6 (permalink)  
Old 09-08-2006, 11:06 PM
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Quote:
Originally Posted by Lady Freckles View Post
Working on 1100 - basically a full run and a short.
Full factory runs take more time than multiple short-runs. A 520 and a 584 run will take roughly 18 to 20mins (total), while a single full factory run will take you about 15mins alone. That is with 2 people.

Quote:
Originally Posted by Lady Freckles View Post
Thanks for the amounts for the different runs - really helpful.

I just did -

Front Lobby, Boiler Room, Warehouse, West Silo, East Silo and Center for 472 merits with an invasion.

I'm doing 1100 right now, so now I can just do a full run and have merits extra! I probably could have skipped the warehouse and still been ok.
For 1100, do a 584 run and then a 520 run (1104 total).

For 1310, you have 3 main choices:
  1. 2 runs at 464 each and 1 at 408 merits - 464 is duct room, 1 set in pipe room, warehouse, silos. 408 is duct room, skip both sets in pipe room, warehouse, silos.
  2. 2 runs at 656 each - this is done by using the 584 route, but after the boiler room, going to the gear room, then to the warehouse (and hitting the paint room on the way if you want).
  3. 2 runs at 656 each - lobby, gear room, boiler room, pipe room, warehouse, silos.

For 1520, 3x520 (will get you 40 extra merits)

For 5500, 5 each of the same 2 runs. (5x584 and 5x520), will get you 5520 merits.

I'm still studying different merit levels, and looking to redo the strategies. I'm hoping to make this into basically a "Factory for dummies", so that it tells you what strategies to use, best runs to take, so on, so that everyone can get it over with.

I should have something in the next couple of weeks.
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Old 09-08-2006, 11:14 PM
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I think I could get you a better map here let me go dig it up nice guide btw
  #8 (permalink)  
Old 09-19-2006, 05:50 PM
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Quote:
Originally Posted by Twinkie View Post
I think I could get you a better map here let me go dig it up nice guide btw
Thanks, would be much appreicated.



Some routes for different merit values.

Anything 420 and under can be filled with a 408 run and/or by going into buildings.

Runs that will be referred to in this post:

Code:
Merits	Route (rooms in order)
408	Duct Room, Warehouse+Silos
464	Duct Room, Pipe Room (1 set), Warehouse+Silos
472	Duct Room, Boiler Room, Warehouse+Silos

520	Duct Room, Pipe Room (both sets), Warehouse+Silos
528	Duct Room, Pipe Room (one set), Boiler Room, Warehouse+Silos
584	Duct Room, Pipe Room (both sets), Boiler Room, Warehouse+Silos
For anyone interested, the 464 and 520 routes are ideally the fastest for the number of merits you get. Even glitching the warehouse and coming out with 328 merits, you get fewer merits per minute than doing a 520 route, and even the 584 route decreases your merits per minute average, but not by as much. This is for anyone who is interested in speed of merits. 520 gets you 65/min on an 8min run, 584 gets you 58.4/min on a 10min run, 328 gets you 54.67 on a 6min run. These are ideal times too.

Keep in mind that Warehouse+Silos alone is worth 352 merits. You get more merits per cog (average) from these 4 sets than from all of the other sets. (25.14 average, all others are 20.19 average) For this reason and that not everyone can glitch the warehouse, I'm not going to refer to any runs that skip the warehouse.

While the list below may look confusing at first, it is done to try to be as simple as possible. Look for the number of merits you need, then on the same line, the route(s) that you need are listed. Instead of listing the different merits for the different suit levels, I've created a list of runs to obtain certain levels of merits. I've done this for 2 reasons. One is so you see the full number of merits that you can/will get by following the runs I have suggested. The other is that you can look at how many you need (have left to get) and find the proper set of runs, which can be helpful if you have gotten some merits, making a 'suit specific' list less accommodating.

The numbers in ()'s is how many of the same run to do. For example, 408(2) means to do 2 of the 408 routes. 584 + 520 means to do a 584 route and then a 520 route.
Code:
Merits  Runs
 520	520 (duh)
 584	584 (duh again!)
 816	408(2)
 928	464(2)

1104	584 + 520
1336	464(2) + 408
1520	584 + 472 + 464
1752	584(3)

1944	472(3) + 528
2104	528(2) + 584 + 464
2152	584(2) + 520 + 464
2160	584(3) + 408

2376	464(4) + 520
2376	520(3) + 408(2)
3440	584(5) + 520
5520	584(5) + 520(5)
Now here's an example of how to use this list. If you are a Hollywood 28, you will need 2360 merits. Looking through the list, we have 2160 (not enough) and 2 for 2376. I'd recommend the first one simply because you can do the 520 run, then just do 4 of the 464 runs and not have to remember to change your route anymore after that.

If you are going with friends, it's always best to find out who needs the most merits, and then use that as the guide for which route(s) to take. After all, if one person needs 5500 and someone else needs 2160. During the time of helping the one player work for 5500, the other player will naturally get their 2160.

If anyone has a suggestion that would make a certain amount of merits easier to get, either by fewer different routes (one route is easier to remember than 2 or 3) or by time, please let me know.


P.S.
As a reminder, all values are invasion based. If you start dancing while there is no invasion, your values will be half of what I have listed.
  #9 (permalink)  
Old 02-02-2007, 01:12 AM
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Some helpful information to help people who want to choose their own routes or gags. Some of the information is factory only, some of it can be used anywhere. This is more of tidbits, thoughts and rambling babbles than a guide.



COG SETS
The different groups of cogs can be grouped in 2 ways. Highest cog level and number of cogs.

In highest cog level, there are 4 types. 5, 6, 7 and 9. (Read below for more on this)

Number of cogs, there are 2. Ones with 3 and ones with 4. There are only 2 groups with 4 cogs in them - in the warehouse and in the center silo. This is helpful to know because these are the only 2 places that you ever want to use goggles for luring, especially if you are doing a solo run.



HIGHEST COG LEVEL
The lowest "high level" cog for any set is a level 5 cog. The lowest cog level in any group is 3. This tells you 2 things. One is that you should stock up on the highest 2 or 3 level gags for each gag track, the other is that you can have 'guaranteed 1 hit kills' in some rounds.

In sets with 5 being the strongest cog, there are 2 things to remember.
#1 - there are only 3 cogs, so if you lure, use magnet (save goggles for sets with 4 cogs, even if you're maxed in lure)
#2 - you can use at least 1 hose to kill off 1 cog (2 cogs if there is only 1 level 5 cog).

When you hose a 3 (or a 4) when there is a 5 present, you will get full credit for that gag, and if it's maxed (ie, 30 points damage), it will kill off the cog if it hits. If they're lured, then this isn't an issue.

When the highest level is a 7, there are 3 cogs total, and the other 2 are 6's.

The highest cog in the factory is the foreman, level 9. If you're solo'ing, I recommend goggles, caking and making sure the foreman is gone before working on the rest of the cogs.



Gag selecting
One of the more popular ways of running through the factory, when its 2 or more people, is to sound your way through. This isn't really an issue unless being wasteful. This is where it comes in extra handy to know the strongest cog in the group.
5 is 42 points. When it's only 2 people, aoogah+elephant will do the trick. With 3 people, all use aoogah.
6 is 56 points. When it's only 2 people, either don't use sound, or one fogs while the other use another gag (any gag on the level 6). When it's 3 people, 3 aoogahs will do it.
7 is 72 points. With 2 people, fog and (bugle or higher). With 3 people, 3 elephants will do it.
9 is 110 points. With 2 people, both fog. With 3 people, 1 fog and 2 elephant -or- 1 lures and 2 fog.

Keep the cogs points in mind, because if you go for the minimum to kill each cog, you can spread your gags out further and do more runs in less time without making trips to the gag shop.

Summary of cog points: 5 is 42, 6 is 56, 7 is 72, 9 is 110. The only other cog levels are 3 is 21 and 4 is 30. When sounding though, if you kill the strongest cog, all other cogs will go as well.

Sound points: Aoogah is 16, Elephant is 21, Fog is 50. When combined, there is also 20% bonus damage. What this means is that with fog, even a bike horn will help kill a 6. (50 + 20% = 50 + 10 = 60, that's just with fog alone, not adding in the damage from the other sound gag used). This is good to know because then you realize that a bike horn will help kill a 6, and a bugle will help kill a 7. Good to know when helping someone gag train!



Tooning Up
When going at it alone, you will eventually get hurt. If you work it right, you should suffer very little damage. However, if you do get hurt, there are 2 places to get tooned up. One place is next to the doors to the duct room. The other is in the lava room (where the gag barrels are). If you only have the foreman left to fight and you have 60+ laff points left, then you only need to get worried if your lure misses.

With multiple toons, the best way to do toonups is to lure and toon up. If only one person needs a toonup and they can take out one or more of the cogs by themselves, then toon them while they attack, especially if the cog is unlured. A bit of a "duh", but wanted to get that said.

When gag training, it's possible for multiple toons to get points from tooning the same person. If someone is down by 30 points, then 2 people can use the bamboo can, each gets 8 gag points for it, and the player will get fully tooned. Other ways are possible, but that gives the basic idea.

If someone runs out of toonup gags, they can restock in the paint mixer room.



Glitching
When planning to glitch anywhere in the factory, be sure that either no one will be left behind, or it's not a glitch that needs to be done. For example, you can 'glitch' into the lava room if you fall into the laval. This won't leave anyone behind so it's no big deal. But if you are going to glitch past the warehouse, make sure that everyone else can too (even if they are friends). There may be times when friends will tell you to go ahead, then it's ok to leave them behind, as they may fight the warehouse cogs and then catch up with you on the silos. That's an exception though.

Another concern for glitching is that once you glitch past the warehouse, if you haven't opened the doors and don't know how to glitch back, then you're stuck on the silos. So either be sure you can get back, or that you won't need to get back (ie, won't need to hit the gag barrels, etc).

When it comes to glitching though, I won't deny that glitches exist, but any hints, tips, routes, etc that I give will be for those who cannot glitch (legit runs). This isn't to discourage glitching, but to make it possible for everyone to follow.



Phrases
Some useful phrases to know...
"There's a cog invasion!" with "Huh?" means that the player doesn't know if there's an invasion, and is asking if you know.

"There's a cog invasion!" with "Yes" or "No" means they are telling you there is one. If they say "No", they may also say, "Wait a minute", "Let's wait for my friend.", "I need more merits", etc.

"I need more gags", "I'll be right back" means that they are going to either the paint room or to the lava room to get more gags. Same thing if they say that they need more jellybeans and that they'll be right back.

"Which way?" during battle can mean 2 things. When choosing gags, it means they want to know which gags to pick. Otherwise it means that they want you to decide where to go next.

"Go for the weakest cog first" is saying to kill the lowest level cog first. This is best when someone is luring, because then they can help with the rest of the cogs, and leaving the strongest cog until last will let you use stronger gags against weaker cogs and still get points for it.

"Go for the strongest cog first" means that they may use sound, and that the weaker/weakest cog will be killed, so choose a strong one instead. For example, a maxed elephant will kill a 3. In the lobby, there's a 5 and 2 3's. Elephant will kill the 3's, so kill the 5. In the warehouse, a fog will kill the 4's and 5, so hit the 6.

One phrase that should never be confusing is the one saying to step on the switch. Since that one is a bit obvious, I won't explain it here.
  #10 (permalink)  
Old 02-02-2007, 02:41 AM
Dancer8910's Avatar
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Join Date: Dec 2006
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Posts: 106
Quote:
Originally Posted by Wolfeh View Post
Some helpful information to help people who want to choose their own routes or gags. Some of the information is factory only, some of it can be used anywhere. This is more of tidbits, thoughts and rambling babbles than a guide.



COG SETS
The different groups of cogs can be grouped in 2 ways. Highest cog level and number of cogs.

In highest cog level, there are 4 types. 5, 6, 7 and 9. (Read below for more on this)

Number of cogs, there are 2. Ones with 3 and ones with 4. There are only 2 groups with 4 cogs in them - in the warehouse and in the center silo. This is helpful to know because these are the only 2 places that you ever want to use goggles for luring, especially if you are doing a solo run.



HIGHEST COG LEVEL
The lowest "high level" cog for any set is a level 5 cog. The lowest cog level in any group is 3. This tells you 2 things. One is that you should stock up on the highest 2 or 3 level gags for each gag track, the other is that you can have 'guaranteed 1 hit kills' in some rounds.

In sets with 5 being the strongest cog, there are 2 things to remember.
#1 - there are only 3 cogs, so if you lure, use magnet (save goggles for sets with 4 cogs, even if you're maxed in lure)
#2 - you can use at least 1 hose to kill off 1 cog (2 cogs if there is only 1 level 5 cog).

When you hose a 3 (or a 4) when there is a 5 present, you will get full credit for that gag, and if it's maxed (ie, 30 points damage), it will kill off the cog if it hits. If they're lured, then this isn't an issue.

When the highest level is a 7, there are 3 cogs total, and the other 2 are 6's.

The highest cog in the factory is the foreman, level 9. If you're solo'ing, I recommend goggles, caking and making sure the foreman is gone before working on the rest of the cogs.



Gag selecting
One of the more popular ways of running through the factory, when its 2 or more people, is to sound your way through. This isn't really an issue unless being wasteful. This is where it comes in extra handy to know the strongest cog in the group.
5 is 42 points. When it's only 2 people, aoogah+elephant will do the trick. With 3 people, all use aoogah.
6 is 56 points. When it's only 2 people, either don't use sound, or one fogs while the other use another gag (any gag on the level 6). When it's 3 people, 3 aoogahs will do it.
7 is 72 points. With 2 people, fog and (bugle or higher). With 3 people, 3 elephants will do it.
9 is 110 points. With 2 people, both fog. With 3 people, 1 fog and 2 elephant -or- 1 lures and 2 fog.

Keep the cogs points in mind, because if you go for the minimum to kill each cog, you can spread your gags out further and do more runs in less time without making trips to the gag shop.

Summary of cog points: 5 is 42, 6 is 56, 7 is 72, 9 is 110. The only other cog levels are 3 is 21 and 4 is 30. When sounding though, if you kill the strongest cog, all other cogs will go as well.

Sound points: Aoogah is 16, Elephant is 21, Fog is 50. When combined, there is also 20% bonus damage. What this means is that with fog, even a bike horn will help kill a 6. (50 + 20% = 50 + 10 = 60, that's just with fog alone, not adding in the damage from the other sound gag used). This is good to know because then you realize that a bike horn will help kill a 6, and a bugle will help kill a 7. Good to know when helping someone gag train!



Tooning Up
When going at it alone, you will eventually get hurt. If you work it right, you should suffer very little damage. However, if you do get hurt, there are 2 places to get tooned up. One place is next to the doors to the duct room. The other is in the lava room (where the gag barrels are). If you only have the foreman left to fight and you have 60+ laff points left, then you only need to get worried if your lure misses.

With multiple toons, the best way to do toonups is to lure and toon up. If only one person needs a toonup and they can take out one or more of the cogs by themselves, then toon them while they attack, especially if the cog is unlured. A bit of a "duh", but wanted to get that said.

When gag training, it's possible for multiple toons to get points from tooning the same person. If someone is down by 30 points, then 2 people can use the bamboo can, each gets 8 gag points for it, and the player will get fully tooned. Other ways are possible, but that gives the basic idea.

If someone runs out of toonup gags, they can restock in the paint mixer room.



Glitching
When planning to glitch anywhere in the factory, be sure that either no one will be left behind, or it's not a glitch that needs to be done. For example, you can 'glitch' into the lava room if you fall into the laval. This won't leave anyone behind so it's no big deal. But if you are going to glitch past the warehouse, make sure that everyone else can too (even if they are friends). There may be times when friends will tell you to go ahead, then it's ok to leave them behind, as they may fight the warehouse cogs and then catch up with you on the silos. That's an exception though.

Another concern for glitching is that once you glitch past the warehouse, if you haven't opened the doors and don't know how to glitch back, then you're stuck on the silos. So either be sure you can get back, or that you won't need to get back (ie, won't need to hit the gag barrels, etc).

When it comes to glitching though, I won't deny that glitches exist, but any hints, tips, routes, etc that I give will be for those who cannot glitch (legit runs). This isn't to discourage glitching, but to make it possible for everyone to follow.



Phrases
Some useful phrases to know...
"There's a cog invasion!" with "Huh?" means that the player doesn't know if there's an invasion, and is asking if you know.

"There's a cog invasion!" with "Yes" or "No" means they are telling you there is one. If they say "No", they may also say, "Wait a minute", "Let's wait for my friend.", "I need more merits", etc.

"I need more gags", "I'll be right back" means that they are going to either the paint room or to the lava room to get more gags. Same thing if they say that they need more jellybeans and that they'll be right back.

"Which way?" during battle can mean 2 things. When choosing gags, it means they want to know which gags to pick. Otherwise it means that they want you to decide where to go next.

"Go for the weakest cog first" is saying to kill the lowest level cog first. This is best when someone is luring, because then they can help with the rest of the cogs, and leaving the strongest cog until last will let you use stronger gags against weaker cogs and still get points for it.

"Go for the strongest cog first" means that they may use sound, and that the weaker/weakest cog will be killed, so choose a strong one instead. For example, a maxed elephant will kill a 3. In the lobby, there's a 5 and 2 3's. Elephant will kill the 3's, so kill the 5. In the warehouse, a fog will kill the 4's and 5, so hit the 6.

One phrase that should never be confusing is the one saying to step on the switch. Since that one is a bit obvious, I won't explain it here.
2 much info SAVE ME!!!!!!!!!
  #11 (permalink)  
Old 02-02-2007, 06:23 AM
Wolfeh's Avatar
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Quote:
Originally Posted by Dancer8910 View Post
2 much info SAVE ME!!!!!!!!!
Sorry. Like it says at the beginning, it's some ramblings. Just little tidbits of knowledge. It's in hopes that anyone who reads it will learn something, even if it's something small.

  #12 (permalink)  
Old 02-23-2007, 04:17 PM
melodyelectrospeed's Avatar
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This is a fantabular guide!

A lot of info for one sitting, yes, but definitely something to keep at your fingertips during factory runs. Sweet! *applauses & dances*

TOTWU!
  #13 (permalink)  
Old 03-12-2007, 11:54 PM
Purplesmirk's Avatar
Sanity Check?
Join Date: Mar 2006
Location: Arizona - It's a dry heat!
Posts: 171
How Do They Calculate Merits (and Bucks, and Notes)

Quote:
Originally Posted by Wolfeh View Post
I've actually figured out the values of merits you get from each set of cogs.

56 - *Lobby (front elevator)
72 - Gear Room (paint room has gag barrels)
64 - Boiler Room
56 - Pipe Room (North)
56 - Pipe Room (South)
56 - *Duct Room (side elevator) - Referred to as Stomper Room below.

64 - Oil Room (Lava room has gag barrels and toon up)
80 - Warehouse
80 - West Silo
80 - East Silo
112 - Foreman

Note: Values are based on an invasion. For values without invasion, divide them by 2.
You are right on with the numbers by room.

My question is: How in the world are the Merits calculated by TT?

If you review the rooms shown by Wolfeh, the Lobby (Front Entrance) has the same number of Merits as either Pipe Room and the Duct Room (Side Entrance). Yet, the make up of the cogs is different in the three rooms.

The Lobby has: two 3's and a 5.
The Pipe Rooms have: two 4's and a 5.
The Duct Room has: a 3, a 4, and a 5.

The only thing I can figure is that the odd numbered cogs are all instantly increased to the next highest even number for Merit value calculations. Then you multiply by 4 (with invasion).

So, the Lobby would be:

The first 3 counts for 4,
the other 3 counts for 4,
and the 5 counts for 6,

The total is 4 + 4 + 6 = 14 x 4 (with invasion) = 56

A Pipe Room would be:

The first 4 counts for 4,
the other 4 counts for 4,
and the 5 counts for 6.

The total is 4 + 4 + 6 = 14 x 4 (with invasion) = 56

So, it appears to be a "rounding" thing where every odd numbered cog is counted as the next higher level cog for merit calculation purposes.

Does this work for Mints?

I think so, with the following exceptions:

The Bucks values for the Coin mints are calculated by "rounding" the odd numbered cogs up to the next even number, AND an 8 point overall "Bonus" is given for completing the Mint. With an invasion, the "Bonus" is not doubled, only the Bucks earned through Cog killing calculated as stated above.

For the Dollar Mint, the Bucks values are calculated the same as with the Coin EXCEPT: there is a 1.25 Multiplier for the "basic" Bucks earned by Cog killing AND the "Bonus" is 14 Bucks.

For the Bullion Mint, the Bucks values are calculated the same as with the Coin EXCEPT: there is a 1.50 Multiplier for the "basic" Bucks earned by Cog killing AND the "Bonus" is 20 Bucks.

Again, during invasions, the "basic" Bucks are doubled, but the "Bonus" is not.

An example is:

Bullion Mint Floor 2:

Level 12's = 1 x 12 = 12 Bucks,
Level 11's = 16, so 16 x 12 = 192 Bucks, and
Level 10's = 19 x 10 = 190 Bucks

Therefore:

12 + 192 + 190 = 394 x 1.5 = 591 + 20 (Bonus) = 611 Bucks without invasion

With invasion: 591 x 2 = 1,182 + 20 (Bonus) = 1,202 Bucks

This was my long winded way of saying that this had been bugging me for quite some time and I think this is how the calculations work. If I've rehashed old ground, sorry. If not, woo hoo.

DA Offices are well documented as to the Bonus and the multipliers.

Now I can update my Mint invasion values on my little cheat sheet at home.

Purplesmirk

Last edited by Purplesmirk; 03-13-2007 at 08:04 PM. Reason: I'm dumb
  #14 (permalink)  
Old 03-13-2007, 02:11 AM
Wolfeh's Avatar
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Join Date: Mar 2006
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Quote:
Originally Posted by Purplesmirk View Post
You are right on with the numbers by room.

My question is: How in the world are the Merits calculated by TT?

If you review the rooms shown by Wolfeh, the Lobby (Front Entrance) has the same number of Merits as either Pipe Room and the Duct Room (Side Entrance). Yet, the make up of the cogs is different in the three rooms.

The Lobby has: two 3's and a 5.
The Pipe Rooms have: two 4's and a 5.
The Duct Room has: a 3, a 4, and a 5.

The only thing I can figure is that the odd numbered cogs are all instantly increased to the next highest even number for Merit value calculations. Then you multiply by 4 (with invasion).

So, the Lobby would be:

The first 3 counts for 4,
another 3 counts for 4,
and the 5 counts for 6,

The total is 4 + 4 + 6 = 14 x 4 (with invasion) = 56

A Pipe Room would be:<