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Old Lawbot HQ: DA Office strategies

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Old 05-29-2006, 07:13 AM
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Lawbot HQ: DA Office strategies

We have three great guides to the DA office for you to choose from!

Last edited by Dizzy; 11-21-2007 at 03:20 AM.
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Old 06-03-2006, 07:36 PM
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The DA Office Strategy Guide

The DA Office Strategy Guide
By Squiddy22

Table of Contents

Introduction
Chapter 1: Finding a Group
Chapter 2: DA Office Floors And Earnings
Chapter 3: Gag Strategy
Chapter 3.1: Guard Strategies
Chapter 3.2: Notes And Tips
Chapter 4: The Obstacles
Chapter 5: The Laser Puzzles

Introduction

This guide will explain the procedures on how to get through the DA office successfully. The DA office entrance is located on the right side of where you enter Lawbot HQ. Trust me, you can't miss it. When you enter the doors to the DA office, you will see four elevators inside. These elevators are the four main DA offices: Office A, Office B, Office C, and Office D. Office A is the easiest and Office D is the hardest, which means Office B is the second easiest and Office C is the second hardest.

DA Office Building:

DA Office Lobby:

Chapter 1: Finding a Group

There are many Toons that try to get into the DA office, but what kinds of Toons do you want to accompany you on your trip? The best Toons for a trip through the DA office are 100+ laff Toons that have most of their gag tracks maxxed, especially Throw, Squirt, and Sound. At least 2 Toons in your group should have the Hypno Goggles. You should at least have 1 Toon in your group with maxxed TNT if you want things to go more smoothly. You should also be 100+ laff with maxxed Throw, Squirt, and Sound in order to be succesful. Once you assemble a good group, you are ready for your trip through the DA office.

Chapter 2: DA Office Floors and Earnings

There are a different amount of floors in each DA office. Here's a chart:

DA Office Floors:
Office A = 3 floors
Office B = 4 floors
Office C = 5 floors
Office D = 6 floors

There are a different amount of Jury Notices in each DA office. Here's a chart:

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

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

In each DA office floor, there's a gag experience multiplier. The higher the floor, the more gag experience!

Gag experience multiplier on each floor:
Floor 1 = x 1.0
Floor 2 = x 1.5
Floor 3 = x 2.0
Floor 4 = x 2.5
Floor 5 = x 3.0
Floor 6 = x 3.5

Note: The DA office is not meant for building up gag experience.

Chapter 3: Gag Strategy

There are 2 groups of Cog battles on each floor. The first Cog battle is a set of 2 level 10 Skelecogs, and 2 level 11 Skelecogs. The gags used should be 2 foghorns, and 2 elephant trunks or aoogahs. When you finish the 1st group of Cogs, you might have some obstacles before you reach the 2nd Cog group. When you reach the 2nd Cog group(A.K.A. The Guard), you will see a set of 3 level 11 Cogs, and 1 level 12 Skelecog.

Once you finish battling the Guard, you will see a green elevator. Get into the elevator and it brings you to the next floor. Do not jump off the elevator after the last toon gets in. This has been done a couple times just for fun because it still brings you to the next floor, but sometimes it teleports you back to the Lawbot HQ courtyard.

1st Cog Group:

2nd Cog Group (The Guard):

Chapter 3.1: Guard Strategies

The TNT-Piano Strategy

Most Toons like to use this strategy. The first Toon sets a TNT on a level 11 Cog, another Toon lures with Hypno Goggles, another Toon drops a grand piano on the level 12 Cog, and the last Toon squirts the level 12 Cog with a fire hose. After that, each 2 Toons hit a level 11 Cog with a birthday cake and cream pie.

The TNT-Cake Strategy

One Toon sets a TNT on an level 11 Cog, another Toon lures the Cogs with Hypno Goggles, and the last 2 Toons hit another level 11 Cog with a birthday cake and a cream pie. After that, each 2 Toons hit a Cog with a birthday cake and a cream pie. Don't worry if the lure bonus doesn't work on the level 12 Cog. Just have 2 Toons squirt the level 12 Cog with hoses, and the other 2 Toons can toon-up.

The Double Trap Strategy

If 2 Toons have TNT Trap, The first Toon sets their TNT on a level 11 Cog, another Toon with TNT sets their TNT on a level 12 Cog, another Toon lures the Cogs with Hypno Goggles, and the last Toon uses a fire hose on the level 12 Cog to finish him off. Then, each 2 Toons hit a level 11 Cog with a birthday cake and cream pie.

The Triple Trap Strategy

If 3 Toons have TNT Trap, each of the 3 Toons sets a TNT on a level 11 Cog, then the 3rd Toon lures the Cogs with Hypno Goggles. Then, all 4 Toons attack the level 12 Cog with cream pies. If the Lure bonus doesnt work, just have 2 Toons squirt the level 12 Cog with fire hoses and the other 2 Toons can toon-up.

Chapter 3.2: Notes and Tips

The Sound And Lure Strategy is recommended for Office C and up. Office A should be done with 2 foghorns, and 2 elephant trunks or aoogahs all the way through. Office B should be done with 2 foghorns, and 2 elephant trunks or aoogahs until you reach the 4th floor, which is when you'll run out of Sound. Through the entire 4th floor of Office B, use the 2nd Cog group Lure strategy that is explained in the first paragraph of this chapter.[/i][/b]

If you've just run out of a specific gag, say, "Sorry, I can't." This is a good way of telling your fellow teammates you've just rand out of foghorns, birthday cakes, etc.

Only 2 birthday cakes at the most should be used in each Guard in order to keep things running smoothly. If you do run out of birthday cakes, let your teammates know, and move on to using storm clouds, or if they still have any, follow along with their b-day cakes with cream pies if you still have any.

You will get gag-ups on your journey so don't worry about running out of gags before you finish.

Chapter 4: The Obstacles

There are many different obstacles in the DA office. This chapter explains how to get past them.

Giant Goon Room: This room has huge goons in it, it's possible to disable them, but you have to get somewhere high and jump on top of them. They walk slow so they're easy to get past.


Security Light Room: These rooms have lights that move around. The lights look like spotlights that people sing in, except they take away 8-10 laff points! No matter what room you're in, they will always take away that many laff points.


The Four-Chair Room: This room has a pole in the center with 4 chairs surrounding it and security lights to the left and right of the pole. There's also sliding bookcases behind the pole. It's not that hard to get past the bookcases, just go to the front of the bookcases, wait for the bookcase to slide open, then you have 2 ways to go that are in the opposite direction from each other, either way will work. After you pass the stomper that's in the direction you chose to go, when you turn after the stomper is where the passage way that leads out of the room is.

Study this picture carefully to clearly understand how this is explained.

Gag-Up Rooms: There are 2 gag-up rooms. One gag-up room has 2 gag-ups with a jellybean jar and security lights surrounding the gag-ups and jellybeans. The other gag-up room has 2 gag-ups with one gag up to the left of where you enter in the middle of some desks and the other gag-up is in front of you when you enter the room with 4 large stompers surrounding it. If you need a toon-up, go jump on top of the stomper behind the gag-up and you will see an Ice cream cone toon-up that gives you 15 laff points. There's also some security lights in this room too.

Gag-up room #1:

Gag-up room #2:

One-Stomper Room: This room has one stomper with 2 boxes to the side and a small lift behind the stomper. Try to get the the lift and make it to the other side without being stomped by the stomper, The stomper takes away 10 laff points. When you get onto the stomper, to your right, there is a small area with another small stomper and an Ice cream cone toon-up that gives you 20 laff points. After you retrieve the toon-up, jump back onto the 2nd stomper, jump onto the box, get onto the lift and get to the other side.



Box and Goon Room: This room has a wall that has a box that is right under an opening to the other side of the wall. Jump onto the box and go through the opening to get to the other side. You will find big boxes and giant goons. It's just like the giant goon room but different.



Stomper Room: In this room, there are many stompers and many security lights. The easiest way to get through this room is at it's side. Walk at it’s side, wait for the stomper to go up, and the security light to pass, then run past the stomper and the security light. Continue and repeat as many times necessary to get to the other side. Right before the exit to the room, there are a couple security lights moving around. Wait for a path to be made by the security lights then run across to the exit of the room.


Note: The obstacles and rooms are random in each office visit. They never come in the same exact order each visit.

Chapter 5: The Laser Puzzles

On your trip, you will come across laser puzzles. There are 4 different laser puzzles to solve. In order to solve the puzzles, figure out how the puzzle works, never step on the skulls, and make it to the button that disables the skulls. If you step on a skull, you will face a holographic Skelecog set of 2 level 11 skelecogs, and 2 level 10 skelecogs. The holographic Skelecogs do not give out extra gag experience or Jury Notices, so stay away from them! Just so you know, I will refer to the squares on the laser grid as "spots."

Matching

This is a very simple puzzle. Simply walk on all the red squares to turn them into green triangles, or the other way around. If you can turn all the spots into green triangles or red squares, the switch will automatically activate, and the skulls will be disabled.

Drag Three Of A Color In A Row


Ok, this is a little tricky to explain, but it's easy to do once you understand it. There are three different types of spots: Blue diamonds, red Xs, and green triangles. When you first step on a spot, a red square light will appear at your feet, and will be your "selector". Now, if you chose to first do the green triangles, you'd clear a path for three of them to get to the bottom row of the grid, by "dragging" the red Xs and blue diamonds. To drag a piece, simply walk onto it, and then walk onto a blank spot. So, if you choose to do green triangles first, you need to drag one to the bottom row of the field, and then step off of the entire grid to "let go". Then, drag the other two beside it to make all of that type disappear. Repeat this process with the other two floor light types. Once you have had 3 of each type of floor light lined up at the end, the skulls will be disabled.

Avoid The Skull

As soon as you walk up to this puzzle, the skulls will start jumping from place to place! You can tell where a skull is about to appear by the small squares that appear right before the skulls do. Jump across the room and get to the switch!

Skull Finder!

This game is just like the classic game Minesweeper. In this game of strategy, you must look out for the skulls! Stepping on a spot and getting off of it will make a number appear. Make sure you pay close attention to the number that appears, since the number will tell you how many skulls are surrounding it. The best way to figure out where some skulls are is to clear out the very first row, since there are no skulls in the first row, which is the only difference this game has from Minesweeper. If you have trouble understanding this game, try practicing by playing some Minesweeper.

Laser Puzzle Tip: The best way to get to a spot that is diagonal from the spot your standing on is to jump to it. First, face the corner of the spot that points to the spot you want to jump to. Then, try to get as centered as you can between the two spots in-between, then jump to the spot you want to jump to! This tip especially works for the Skull Finder! game. Also, jumping over a skull will never work, so don't try it!

Credit

Thanks to Boo The Dog for some of the great pictures.
___________________________________________

If you have any questions, pm me.

Last edited by Dizzy; 11-21-2007 at 03:20 AM.
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Old 06-15-2006, 10:02 PM
Cool Corny ELectrofoot's Avatar
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Wink Our Strategy for 20-25 minute D's

I know there is already a thread expressing a strategy for LBHQ's D office but I'd like to express our strategy that I learned when running with Papa Panda, Bear Belly, and tigerlily as well and maybe get many of the toons that go into the D office to use this strategy because it not only works but if you do it right you will be out of the D office in less than 25 minutes. This is the strategy me (Cool Corny Electrofoot) and Loopy Goopy Zooblefingers use since we ALWAYS run together. Please don't tell me this is a bad strategy because I have tried it atleast 20 times and each time I was dancing before 25 mins. Even if a couple lures miss and a sound you will still be out in less than 25 mins. So my point of this thread is to inform and persuade many if not all on TTC to try and use this strategy. Also, I know how annoying it is when everybody in the D office uses a different strategy and it turns out a wreck because they end up maybe not picking or picking a gag that should'nt have been chosen...not that it's their fault but because they are clueless about what the other toon/toons are doingas their strategy. So I'm making this thread to help people get through the D office in LBHQ a little bit faster with less confusion. I will tell different options and different ways in different situations that fight into your group.

Here it goes...

First off, know the D office consists of 6 floors, 48 cogs, and 8 cogs on each floor. The 1st set of cogs consists of 2 level 10 and 2 level 11 skelecogs. The next set called the gaurd consists of 3 level 11 cogs and 1 level 12 cog. There are unpredictable ostacles on the floors that can come at anytime. The obstacles can take away laff points but try to avoid getting below 90. Also, there are puzzles. The puzzles are Avoid the skulls, a Minsweeper game, Matching game, and drag 3 of a color in a row. There are threads expressing what the games are like so I won't explain too much.

Now lets cut to the chase. Here goes the strategy...


Different Situations

Within your group of 4 all 4 toons have a maxxed TNT and all have a maxxed fog horn

First, on the set of 2 10's and 2 11 skelecogs use 2 fog horns and 2 elephant horns (or elephant horn and aoogah with 2 fog horns). For the gaurd it is important that you hit the cog on the right to start the battle. Take my word on it. Hitting the cog on the right will cause the level 12 skelecog to set up on the middle left almost all of the time. This is important because that way after killing the cogs I will tell you.
Now, one person TNT's the 11 on the middle right, one person uses hypno-goggles, one person storm clouds the cog on the right (should be an 11) and the last person uses a fire hose with the storm cloud on the right.
Now, 1 person cakes the level 12 skelecog, 1 person cream pies with it on the 12 (who should be on the right side), now th other 2 toons attack the level 11 (on left) with 1 cake and 1 cream pie. Than the battle is over we proceed to the next floor and do the same thing.

Within your group of 4, 3 toons have a maxxed TNT and all have a maxxed fog horn

On the first set, use 2 fog horns and 2 elephant horns. If they miss use 2 fog horns and 2 elephant horns again. Do not worry about toon-up or it will mess things up. However, if you are below 50 laff points, you may lure and toon-up if you want. Lgz (Loopy goopy Zooblefingers) nor I suggest using toon-up because it just wastes time and the chances of the sound missing again and most of them attacking you are slim to none. Especially if you have a small little TOW TU to spare, maybe a +10 or +20. You SHOULD NOT be below 50 laff anyways. Anyways at the gaurd, hit the cog on the right to start the battle. One toon uses hypno-goggle, 1 TNT's middle right and 2 toons storm cloud and fire hose. After that, 2 toons cake and pie the level 12 skelecog and 2 toons cake and pie the level 11. The level 12 skelecog should be on the right if you hit the right cog to engage the battle. Now get in the elevator move on and do the same technique over and over till your dancing...

Within your group of 4, 2 toons have a maxxed TNT and all have a maxxed fog horn

On the first set, use 2 fog horns and 2 elephant horns. If they miss use 2 more. On the gaurd, again hit the cog on the right. 1 toon TNT's the mid-right cog. One toon uses hypno-goggles. Than the 2 other toons use a storm cloud and a fire hose. Next, 2 toons attack the level 12 skelecog with 1 cake and 1 cream pie and 2 toons attack the 11 with 1 cake and 1 cream pie. After the 4th floor you should all be out of TNT because only 2 toons had TNT. So if you haven't gotten a sound or trap restock barrel along the way you should use 1 hypno-goggles, and 3 cream pies on cog on right. Than 2 toons use cake and pie on 1 level 11 and the other 2 use cake and pie on the other level 11. Now use 3 cream pies on the 12 because it will jump and the toon with the highest laff will toon-up if necesary. Do that on floors 5 and 6. Now get in the elevator and proceed...

Within your group of 4, 1 toon has TNT and all have a maxxed fog horn


This situation will maybe take a little bit longer because of the lack of TNT's. It should only take 2 or 3 minutes longer however. On the first set, as always use 2 fog horns and 2 elephant horns. On the gaurd use 1 TNT on mid-right 11, 1 hypno-goggles, 2 toons hose and cloud the 11 on the right. Now, 2 toons cake and cream pie the 12 and 2 toons cake and pie the 11. They will both jump if you have hit the cog on the right to engage the battle. After the 2nd floor you will be out of TNT seeing as only 1 toon has TNT and they can only carry 2 of them. So if you haven't gotten a sound or a trap restock barrel along the way you should use 1 hypno-goggles, and 3 cream pies on the cog on the right. Than 2 toons use a cake and cream pie on 1 level 11 and the other 2 toons use cake and cream pie on the other level 11. Now use 3 cream pies on the level 12 which should be there and the person with the highest laff will use toon-up if necasary. If everyone needs a lot of toon-up use 1 cake and 1 pie on the 12 and 2 toons use toon-up. Do that on all floors after the 2nd.

Within your group of 4, no toons has TNT and all have maxxed fog horn

This situation may be a couple minutes slower than the others because of the lack of TNT's. It should only take 3 or 4 minutes longer however. Again, the first set we use 2 fogs and 2 elephant horns. On the gaurd do the same thing we did on floors 3, 4, 5, and 6 in the last situation. Go on to the next floors and proceed doing this same thing all the way through.

Key Facts

~The cog on the right ALWAYS jumps

~The last cog standing ALWAYS jumps

~If you hit the cog on the right to start the battle most of the time the 12 will go in left center which is good because than if you kill the 2 right 11's than next round both cogs left (12 and 11) will jump.

~The cog you hit to engage the battle is the cog that will be on the right

~The more TNT's you have within your group of 4, the easier it is to complete the D

~Grand Piano's are not used in my strategy simply because, they are not needed and also miss a lot compared to throw and squirt which will never miss. When you drop, this is what happens:


~This strategy can seem risky to some of you but if you really try it and stay clear of many obstacles that cause you to lose laff points you will be okay. Don't just run through obstacles because that way you can lose up to 30 laff points. Don't let that happen because if you are one of those people that is very cautious than you are not going to like it.

~Completing both puzzles will give all toons in the D office a 15 laff point bonus. Since there are 3 or 4 puzzles in the D office you will gain 45 to 60 laff points by completing all the puzzles. So that is another reason that toon-up is not so much needed in the D office.

~Take andvantage of the laff point barrels some of them give as much as 20 laff points!

~Glitching the obstacles that are very dangerous to your laff meter is very affective and will help you keep keep 20 to 30 laff. Instead of losing them in the obstacles

Lgz says "Our strategy works and is only risky, if you let it be."

~CcE
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Old 07-06-2006, 12:59 AM
Red Red is offline
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Red's Guide to Skull Finder

Okay, there seems to be a lot of confusion about this game. It's not random, it's not just "walk through the grid and hope you don't hit a skull." If you know how to play, you will never trigger a skull and everything will be fine. Here's how.

Skull Finder is exactly like the game Minesweeper which ships with Microsoft Windows. Hidden in the grid are a number of skulls. If you step on one, you'll trigger the Cogs. If you step on a square that doesn't have a skull, it'll reveal the number of grid squares next to it that have skulls. "Next" to means both orthogonally and diagonally, so there are 8 possible squares next to each grid square.

The first row of grid squares will never have a skull in it, so the first thing to do when you reach the grid is run across the bottom row to clear it out. If you hit a square that has zero skulls next to it, the game will automatically clear out all the squares touching it. (The square will display as blank, instead of "0").

Once you've done that, look at the revealed squares and see if you can figure out which squares must be skulls and which squares must not have skulls. Here are a few examples.

Code:
| : wall
? : unknown square
X : unknown square
. : any square that's not a skull

| ? ? X
| 1 1 X
--------
Look at the 1 in the corner. One of the two squares marked ? must be a skull. Now look at the second 1, the one not in the corner. Since only one skull is next to it, and one of the two squares marked ? must be a skull, you can tell that the two squares marked X are not skulls. It's safe to step on them.

Code:
| ? ? X Y
| 1 2 1 Y
--------
Similar to the last one, but instead of a 1 in the second position, there's a 2. Again, one of the squares marked ? must be a skull. But now, since there's a 2 in the second position, you can deduce that the square marked X is a skull. Don't step on it. And since the square marked X is a skull, and the third square on the bottom is a 1, you know that the two squares marked Y are not skulls. Step on them.

Code:
X X X
Y 1 Y
Y 1 Y
-----
Look at the bottom 1. You know that one of the squares marked Y must be a skull for it to be a 1. (You can't tell from this which of them is the skull, so don't step on them.) But since one of the squares marked Y is a skull, now look at the 1 in the middle. You can tell that none of the squares marked X is a skull.

In general, when you see a "corner", it contains a skull:

Code:
. 1 X X
. 1 X X
. 1 X X
. 1 1 1
. . . .
The lower-left X is definitely a skull. Since one square up and to the left of it is a 1, that means the two squares marked X directly above the skull are safe. So is the X directly to the right of the skull, thanks to the 1 below it.

If you learn to recognize these patterns and others like them, you'll be waltzing through Skull Finder in no time. Good luck.

Last edited by Dizzy; 11-21-2007 at 03:21 AM.
 

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