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Old the great tactics for all the HQ

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Old 01-27-2007, 04:58 AM
polar bear's Avatar
toon 007
Join Date: Nov 2006
Posts: 57
the great tactics for all the HQ

Im opening a new thread that allows toons to talk about tactics for any HQ.




From Polar Bear, laff point 88





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Old 01-27-2007, 05:02 AM
Forever Dream's Avatar
On a temp break from TT
Join Date: Dec 2006
Location: In Hollywood chatting with Will Smith.
Posts: 949
one question plz...how do you know what lbhq is like? since you are only 88 laff.... and another thing, i learned not to spam, like put too many smilies on you post.
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Old 01-27-2007, 05:36 AM
polar bear's Avatar
toon 007
Join Date: Nov 2006
Posts: 57
I dont know what lawbot hq is like but I've certainly been in there. I wanted to open this thread so people who havent got a clue on what to do for hq's will learn what to do. Sorry about the pictures though I just wanted it to look cool!
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Old 01-29-2007, 10:11 PM
polar bear's Avatar
toon 007
Join Date: Nov 2006
Posts: 57
Cool anybody?

Does anybody have an excellent tactic to help toons that are stuck on HQs?
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Old 01-29-2007, 11:05 PM
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here is a guide to lawbot hq
Table of Contents:

Chapter one: Polar Place
Chapter two: Lawbot HQ Playground Thingy
Chapter three: DA Office
Chapter four: Chief Justice Fight
Chapter five: Lawbot Promotions and Rewards
Chapter six: Lawbot Disguise Part Earning

---------------------------------------------------------------

Chapter one:
Polar Place

Polar Place is the reason the Lawbots decided to build an HQ in The Brrrgh. Well, maybe not, but it sure is the gateway! Now, you may be thinking "It's a street! Why would anyone include a street in a cog HQ guide?" But, in fact, there are a few secrets about Polar Place that you should know.

First off, Hibernation Vacation is the shop Paula Behr owns. In the March newsletter, she says "Come on down and say 'Howdy!' for a nice, big, winter coat!" (That was from memory, I lost the actual newsletter. So if you go to her shop and say "Howdy!" (Like the "Trick or treat!" or "Would you like some help?" things) you'll get big and white! Although, your screen won't get further away to fit your size and you'll only be like that in The Brrrgh and for a certain amount of time. My friend thinks it's an hour, if anyone knows for certain, do tell.

Second, if you don't want to spend all that time running to Lawbot HQ (Oh, no! Virtual exercise!) There is a shortcut that goes from the beginning of Polar Place right to Lawbot HQ or Toon HQ. At the corner next to Snowman's Land (left side of street), the secret pathway with a fork in the middle can be found. If you go straight, you'll get to Lawbot HQ, and if you turn right, you'll go to the area close to Toon HQ. It cuts a lot of time off of running along that street.

Third, there is a fun glitch to get to the back of the tunnel leading to LBHQ. First, go to Lawbot HQ. Then go back to the entrance to Polar Place and go all the way to the left. Right to the wall. Then, enter the entrance (still touching the left side of the wall) and wait until you get to Polar Place. Once you do, you will be in the Lego part of the Lawbot entrance. Turn around (make a 180, dude!) and run straight ahead. You'll then be in the Lawbot HQ tunnel! Also, if you go back to the Lego thing, then stay in it and go to the wall left of the entrance to LBHQ. Run into it and open the shticker book when you're "in" green space, if it's gray when you open the book, then when you close the book you'll go into gray space! Sort of confusing, but hopefully it'll make sense when you try it. Oh yeah, if figured out this one by myself. ^_^ Very proud of me I am. I'll post a screenshot later.

Chapter two:
Lawbot HQ Playground Thingy

Not much to put here, but, hey, it's part of Lawbot HQ, right? And I have a little bit to say about it.

OK, I won't over-do it, but, this place is HUGE! I wanted it to be smaller than Cashbot HQ, but noooo! This place is huge and blank! The floors are so shiny that everything reflects off it. Actually, I like that part. There is also a big statue of the Chief Justice holding a book with the Lawbot symbol on it and a gavel in the other hand. He is also wearing a blindfold. The cogs in this room range from level 8 to level 10. Also, I recommend teleporting to get around in this room. Like most do to get around Cashbot HQ. Screenshot:



Chapter three:
DA Office

DA Office=Most annoying puzzles and punishments. Read on to learn how to get past them in a fashionable manner. Here is a screenshot of the lobby:



Jury Notices with no invasion:
A = 282
B = 472
C = 685
D = 921

Jury Notices with invasion:
A = 489
B = 794
C = 1,145
D = 1,542

Floors:
A: 3
B: 4
C: 5
D: 6

Light Puzzles and Laser Cogs:
Light puzzles are little games you play that can be as hard as heck or as easy as pie. NEVER step on the skulls, EVER. No matter what game you play. Stepping on skulls will trigger the laser cogs. They are 2 level 10 cogs and 2 level 11 Skelecog silhouettes. In short, bad thing, stay away.

There are two rooms with these games, the games don't change, though, and there is no way to know if your going to get a light game or not for now. One room has a fair amount of lighting; the room splits into two then goes back to one again at the end of the hall. If you push the button at the end of one of the puzzles, a stack of papers will fall back and the lock on the door will open. There are two locks on the door, so you need to beat both games. The second room is dark, but you can still see because of the lights. There are chairs, bookcases, and a filing cabinet. There are two mini rooms, each with one game and a button at the end of it. The door has two locks, so you need to win both games to unlock the door and go through.

Skull Finder: I've seen my mom play this game before. The objective is to get through the course without stepping on skulls. You cannot see them, but there is still strategy to this game. First, step on a tile. If there are skulls consecutive to them, a number saying how many there are will appear in the tile that you clicked, therefore making it disappear. If there are consecutive tiles that are NOT skulls (at least three, I think) then they will disappear as well and be replaced as numbers if there is a mine next to it. (e.g., you step on a tile, it disappears and is replaced with a 1. One of the tiles to the left, right, up, down, or diagonal to it is a skull, but all the others aren't, and you don't know which one. You step on the one next to it, and a whole bunch of tiles disappear. The ones that were next to skulls are replaced by numbers. One of the numbers says 3, so that means that three tiles next to it are mines. You get my drift?) If you do it right, you'll get by all the tiles, step on the switch, and get to the next door.

Matching: The tiles are either red or green, and there are skulls on the row closest to the switch. First, step on a green tile to turn it red. Keep stepping on green tiles to make them red, if you step on a red tile, it'll switch to green. Once you get them all to match, the skulls will disappear and you can hit the switch.

Avoid the Skull: There are three types of tiles in this game. A blank tile, a tile with a little square, and a skull tile. Don't step on any of the skulls (duh) and try not to step on the little square thingies; in the next switch those tiles will be skulls. The key to winning is to find a blank tile and move to that one. If you can't find any blank tiles close to you, hang in that space until it turns into a square or another blank space opens up next to you. If it does turn into a line, freak but stay in control at the same time. If you can't find a blank space around you (which I doubt will ever happen) move to a square that is near a blank space, then move to that blank space. If you can't do any of these things (and you probably will be able to do something) then scream and prepare for a hologram cog fight.

Three Colors in a Row: The skulls in this game are in the same place as the ones in the matching game. There are three different types of tiles: green triangles, blue diamonds, and red Xs (correct me if I'm wrong). Don't worry, the Xs are safe. If you step on one, then move to an empty space, the tile you stepped on first will move to where you stepped. Get three tiles of the same type in a row and they will disappear, get all the tiles removed and the skulls will go away and you can step on the switch.

Other Rooms

these aren't the real names, just names I made up. But they fit, don't they?

Huge goon rooms: There are two rooms with huge goons. The big goons have lights that fit their size, they used to be tiny, but they fixed that a while ago. In the other room with big goons, you have to jump on a box, then over a little gap in the wall, and then dodge the big goons to get to the door. They have awesome hats, too, I want them. They might crush me, though.

Stomping Room: This room has a big wall, two stompers, and one goon-less light. When the first stomper is at the bottom, jump on it and wait for it to go to the top. Once it is, jump off the stomper and onto the other stomper, or you can jump right down to the floor. (Special: Before you jump onto the second stomper, turn right and get on a third stomper, ride it down and you'll be in a special room with a ice cream cone can! Yay! Tell your friends!) DO NOT go straight, there is a goon-less light that comes from the ceiling that you will see on top of the wall that is right in front of you. Instead, go left and you'll be safe and at the door.

Goon-less light room: This is full of the lights that I talked about in the last section, although I forgot to mention two things about them. They move around a lot, I don't even remember how they move (haha, I stink) and they can make you lose 3-10 laff points. Anyway, this room just has a lot of those lights, a door that leads to another room, and a few bookshelves that look like there is something special on the other end. *grumble* There are only pipes on the other side. There is nothing special in this room, just bookshelves and comfy chairs. Curse Toontown for not being able to sit in them! Screenshot:



Light and stomper room: This room has a big pole in the middle with comfy chairs all around it. It has 4 lights, moving bookcases (ooohh!), and stompers. First, get past all the lights and to the middle of the front wall of the room made of bookcases. Eventually, the bookcase will open and you can go through. There are stompers inside the little maze, so watch out. Go left or right under the first stomper, then turn to the second stomper. Wait until your safe, and then go straight through. Look around the stomper and wait for the next bookcase to open. Once it is open and the stomper isn't a threat to you, run through and proceed to the next room.

Stomper dodging room: I don't like this room very much. There is a row of stompers at the front of the room, they don't go up very far and come down fast like most stompers do. Once you get through those, there will be goon-less lights and the room splits into two. Actually, this room is exactly like the room in the mints with the 4 groups of cogs where you can chose to fight all 4 or just 2. ^^; Anyway, you can go left or right, then dodge a row of big stompers which move like the last row of stompers. Then there will be 4 stompers that are very easy to avoid. They go far up and you can still see the shadows, if you go along either wall you won't get hit by them. Get past this and there will be 4 more goon-less lights. They move in a pattern, and there is no other danger here, so take a few seconds to study the movements of these lights before you run through.

Treasure Room: This room has goon-less lights and three treasure cans. I don't think the prizes stay consistent, so have fun. This is a tough room, but not as tough as the last one as far as I'm concerned. Screenshot:



The Big Not-so-Fun Room: Okay, on the left we got a bunch of desks, goon-less light(s) (my memory stinks), and a gag can. In the middle we got 4 big stompers and a gag can in the middle. Ride one of the stompers up and jump onto a flying platform (TT's getting crazy now!) and ride it to another flying platform, then you can grab an ice cream can! After you're done here, go to the wall on the other side of the door, turn right, and up the stairs you go. Happy fun time.

Cog Rooms:

Cog Room: This room has the same walls as the one in CBHQ or the stomper dodging room. One goon-less light on both sides. Go all the way to the back and there will be 4 cogs, level 10 and 11.

Skelecog Room: This room has four skelecogs, and has lots of boxes and cool stuff. It has cogs ranging from level 10-11. Screenshot:



Final room: After you get past 3 of the rooms mentioned, you get to the final room. This room has a level 12 cog and three level 11 cogs. After that is an elevator. Get on it with your team mates and ride it. You'll start over on a different floor. Screenshot:



Chapter four:
Chief Justice Fight

This chapter has three parts for each round in the fight, good luck when you try it for yourself.

Update: Toontown updated the CJ fight so that the amount of evidence on each touch of the witness stand changes depending on how experienced the toons are at fighting the CJ, so there is no exact amount of evidence as far as we know.

Part one: Cogs
Fight cogs! This round has about 20 cogs. The levels range from 8 to 12. No level 13+. (Haha, told you, jk) Fight the evil cogs until they go bye-bye. :-P

Part Two: Jury Selection
Some say that you need to be in a certain spot to get this right, but when I walk around the chairs when the round starts, I get put into the right place right away, so I guess it doesn't matter. When the round starts, the bear will say that they are only putting cogs on jury, and to shoot NPC toons into the jury chairs. So, you automatically put the cannon down. Run to the wheel of the cannon to start shooting. This is when your cannon game skills come in. The differences between the game and this, though, is that the angle is much different, you only have 60 seconds (one minute) to fill up the chairs, you have multiple targets, no jellybeans, and you have to hit the targets more than once if needed. The gray chairs have not been taken by cogs or toons, the blue ones have been taken by toons (and the toon sits in the chair the whole fight!), and the black ones have been taken by cogs (But the cog stays in the chair the whole fight). The cogs can make blue and gray chairs black, and toons can make black and gray chairs blue when you hit them. However many toons you get on the jury will decide the weight of your evidence.

Part three: Evidence Throwing
once the minute is up, the bear says how many toons are on jury. (And that it's "Cool!" lol) Wait for everyone to finish reading the bear's speech, then run over to the witness stand, to get evidence. There are 2 gavels next to the witness stand that can make you lose 20 laff if they pound you. If you accidentally touch them, you'll lose 3 laff. They move in a pattern, so chose when the right time is for you. There are more gavels in the room, but they don't serve as much of a threat (unless they are near the scale). Just stay away from them. Touch the witness stand to get a set number of pieces of evidence (depending on your suit level). If all the cogs get stunned, then your evidence weight is doubled for 20 seconds and everyone gets a Toon-up! Yaaaay! Now, like the VP and CFO, there are two different jobs you can do. I'll split it into two parts; see which one best suits you.

Throwing evidence into the scale: First, go to the side opposite of the cogs. Face the scale, keeping the cogs AND CJ in your sight (good angle below), and throw evidence into the side of the scale closest to you. If you see the cogs throwing evidence, jump when you think the papers are close to you. If you don't jump at the right time, there is a good chance one of the cog's evidence will hit you and you'll lose 6 laff, which adds up after a while. If you hear the "Aoogah" or, if you don't have sound, if the CJ says something like "Everyone is in contempt of the court!" then take a good look at the CJ, and when he jumps, jump as well. Throw the evidence into the scale by pressing the insert key, hold it down to make the bar longer or shorter. The bar at the top of the screen will show how high or low your throw will go. A long bar means that it will go very high and not very far. A short bar will make the evidence go far and not very high. If you throw the evidence into the scale, it will flash blue, and the CJ will flash red. The cogs can throw evidence into their side (unless they are all stunned) so keep throwing! Keep doing this tedious work until you run out of evidence, then repeat this process again. Whenever I go to get evidence, I hold down the "ctrl" key to jump continuously because I can't see whether or not the cogs are attacking me, and my chances of getting hit by the prosecution's evidence is more slim.

Cog stunning: First, run to the backside of the cogs. Hopefully, 2 or 3 other toons will be there, too. (If there are 4+ other toons, I'd go throw evidence into the scale) And, hopefully, they will have a group of cogs that they only attack. If they do, fit yourself into the group. If they don't, heck, join in on the fun! So, your probably thinking "WRL, you procrastinator!! Tell me how to stun cogs, for the love of Pete!!" And to that I say, "You shouldn't rush into these things, I never knew you loved Pete!" So now I'm going to tell you how to stun these little cogie pies! It's quite simple, really, keep a few feet between you and the cog (However you define "feet", lol, toon feet), then hit the insert key. It doesn't really matter how high or low you throw it, if you hit it and let go very fast, I can almost guarantee that you'll hit the cog you’re aiming for. A stunned cog will have stars flying around his head, so if you see one of those, don't waste your evidence on them, move on to another cog. If you see a piece of evidence flying toward you (This takes good reflexes) jump very quickly. If you see a cog with evidence looking at you, jump when the time is right, move out of the way, or stun them. I'd do the second one.
When there is no "bonus" timer you should be keeping those stars a spinning on your set (or group) of cogs in an attempt to achieve the "bonus" state. BUT, once you have the timer going, you should lay off a bit. Wait 'till a cog starts to move before you nail him. It really helps conserve your evidence and there's no need to keep the cogs constantly "stunned" when you've already got the bonus going. Saves a lot of wear and tear on the panners when people are not running for evidence every two seconds. I hope you understand what I mean here. It makes one of the most boring things in TT go a bit smoother.

Last but not least, to quote the last part of the scale section: "Keep doing this tedious work until you run out of evidence, then repeat this process again. Whenever I go to get evidence, I hold down the "ctrl" key to jump continuously because I can't see whether or not the cogs are attacking me, and my chances of getting hit by the prosecution’s evidence are slimmer." Another quote from the last section: "If you hear the "Aoogah" or, if you don't have sound, if the CJ says something like "Everyone is in contempt of the court!" then take a good look at the CJ, and when he jumps, jump as well."

Screenshot of a good angle: (I pointed at my friends!)



Screenshot of coming back from the witness stand: (I circled the toons I got in the chairs)



Chapter five:
Lawbot Promotions and Rewards

Rewards: Once the CJ has been befuddled by the defense winning, then declares a mistrial and schedules another, then hides in his quarters, the bear who you saved will give you some papers the CJ left behind. These are cog summons, you randomly (to the extent of my knowledge) get one, and you can only use it once. Here are some examples of the rewards you can get:
Flunky: Call a Flunky, call a Bossbot building, call a Flunky invasion
Bottom Feeder: Call a Bottom Feeder, call a Lawbot building, call a Bottom Feeder invasion.
Short Change: Call a Short Change, call a Cashbot building, and call a Short Change invasion.
Cold Caller: Call a Cold Caller, call a Sellbot building, and call a Cold Caller invasion.
You get where I'm going? Sweet. Click on the picture of the scroll in a cog hand on your cog in the cog page of your shticker book, then click "Call a cog", "Call a cog building", or "Call a cog invasion" depending on which you have and which you want to use. Yes, you can call a level 5 Cold Caller in a Donald's Dreamland, even though the lowest level in DDL is 6, so I assume you can call a Mr. Hollywood in Toontown Central if you want. This might be changed later, but for now, that's the way it is. One last thing, if you call an invasion, this is a full-scale invasion! Not just one neighborhood, not just one street, but the whole district! Use this power wisely, young one.

Screenshot of the cog part with the summon on it:



Screenshot of the available summons:



Promotions: Once you beat the CJ, your cog suit gets promoted. Here is my nifty list of all the promotions. Toontown has an awesome players guide that can tell you what to expect Jury Notice wise! (My picture got a bit too big...) Ok, it's nifty list time! Yay!

Bottom Feeder: 1, 2, 3, 4, 5
Bloodsucker: 2, 3, 4, 5, 6
Double Talker: 3, 4, 5, 6, 7
Ambulance Chaser: 4, 5, 6, 7, 8
Back Stabber: 5, 6, 7, 8, 9
Spin Doctor: 6, 7, 8, 9, 10
Legal Eagle: 7, 8, 9, 10, 11
Big Wig: 8, 9, 10, 11, 12, 13, 14, 15(Shiny new laff point!), 16, 17, 18, 19, 20(laff boost), 21, 22, 23, 24, 25, 26, 27, 28, 29, 30(laff boost), 31, 32, 33, 34, 35, 36, 37, 38, 39, 40(laff boost), 41, 42, 43, 44, 45, 46, 47, 48, 49, 50 (Laff boost and no more Jury Notices!)

Chapter six:
Lawbot Disguise Part Earning

Although this Toontask is close to a pushover for 100 laffers (who are the only ones who can get this task) it's long and boring and I don't like it. First, you get the Toontask, then talk to Professor Flake, then you run to a street and defeat a few (easy, if you just started the task) cogs, which does take a little bit, then take the External Temperature Sensor to the Prof, then he'll give you a cog part. Then you have to run to a toon HQ to get the next Toontask, which is still with the Prof. (I don't get that part) Repeat 13 times. Fun, huh? (Note the sarcasm) Here are the streets you need to visit, in order (if you want to be surprised, run away!):

Silly Street - Upper Left Leg
Loopy Lane - Lower Left Leg
Punch line Place - Left Foot
Barnacle Boulevard - Upper Right Leg
Seaweed Street - Lower Right Leg
Lighthouse Lane - Right Foot
Elm Street - Upper Torso
Maple Street - Pelvis
Oak Street - Upper Left Arm
Alto Avenue - Lower Left Arm
Baritone Boulevard - Left Hand
Tenor Terrace - Upper Right Arm
Lullaby Lane - Lower Right Arm
Pajama Place - Right Hand

Yes, they did skip The Brrrgh! How dare Disney! *pouts*
  #6 (permalink)  
Old 01-29-2007, 11:07 PM
Toontowny's Avatar
Dizzy Sparklemuffin
Join Date: Dec 2006
Posts: 159
watch before u cross the cashbot train tracks! un less u want a owwie lol or ur might look like this when ones coming and ur crossing
  #7 (permalink)  
Old 01-30-2007, 01:23 AM
Skooter93's Avatar
I'm Baaack
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I think it's best to just try it out to get the hang of it...
  #8 (permalink)  
Old 02-02-2007, 07:22 AM
polar bear's Avatar
toon 007
Join Date: Nov 2006
Posts: 57
wow

I agree. THANK YOU CRAZY CHIP WONDERBRAINS!
 

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