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Old Guides to the CFO Battle and Cash HQ

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Old 02-15-2005, 11:01 PM
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Guides to the CFO Battle and Cash HQ

Some helpful guides taken from past threads on MMO Central Forums:

Complete Guide to the Cashbot CFO Battle
Cashbot HQ Cogbucks
Illustrated Mint Maps
How 2: Crane In CFO
Soundless Strategy Guide in the Mint
Kit T. Kat's CFO Tips
Complete Guide to Mints

Last edited by Queen Petunia Gigglenugget; 02-28-2015 at 03:51 PM..
  #2  
Old 02-17-2005, 05:50 PM
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Complete Guide to the Cashbot CFO Battle

Access: Toons will begin to be offered tasks for parts starting at Donald’s Dreamland task stage. Instead of Merits, you must earn Cog Bucks to gain entrance to the CFO elevator for promotion. You may earn these after you have a full suit by defeating cashbots in any building, street battle, or Mint run.

Difficulty: Medium Hard/Challenging. Goons can do up to -30 damage each and there are lots of them at the end stages of the battle

Definitions:
CFO: The Cashbot Boss you have to defeat in the Cashbot HQ. The Sellbot HQ has a VP and the Cashbot HQ has a CFO. This stands for Chief Financial Officer.
Cluster/Clustering: Three or more goons within the same general space in the CFO battle.
Crane/Crane operator: An overhead crane with a powerful magnet on the end of a long cord and/or the toon that uses it for the battle. The crane can pick up safes, active goons, and/or stunned goons.
Goon/Goonies: The same small robots with a light coming out the front that does damage to any toon caught within the light. There are 3 colors of goons and different sizes within at least one group. The battle starts out with mini yellow goons and moves to larger yellow ones, rust colored goons, and finally red color goons. Each is faster than the last, has a larger light coverage area, stays stunned for a shorter amount of time, and does more damage to the CFO.
Helm/Helmet: The CFO can wear a safe on his head that protects him from any of your attacks. These safes are either put on his head by crane operators tossing one at him when he doesn’t already have one, or after a given period of time without an attack a safe will fall from the ceiling.
Stomper/Stunner/Floor toon: The toons that do not run a crane. Their primary role is to stun goons to protect the crane operators, provide ammunition, and supply toonup treasures.
Treasures/TU’s/Toonups: Each time a goon is stunned it drops one of 6 toonup treasures. These are the same ones found in every playground in ToonTown and have the same values: Cones, Stars, Daisies, Music Notes, Snow Flakes, and Zzzzz’s. They will be left all over the battlefield and cannot be accidentally picked up by toons that are already full on laff points.
Zone: One quarter of the battle room with a crane at its center. The area of the zone is the effective area the magnets can reach. Each zone has an overlap with its neighboring zone.

Entrance:
Just like the Sellbot boss, the Cashbot HQ allows up to 8 toons to enter into an elevator located in the HQ lobby. When you exit the elevator you are greeted by a monkey named Mata Hairy who tells you they are going to set a trap for the CFO and you are divided up into two groups of 4 on either side of him. There is only one long cog battle in this fight as opposed to the two separate battles in the Sellbot VP. This one long battle has much more cogs that come out and a high number of level 12’s. Stock up on your best gags for this one, you will need it. The cog battle takes place in a warehouse style room with safes placed around the outside areas of the room and there is a pair of steel rollup doors.

After beating the cogs, you are all moved into the next room (mid vault room) where the CFO battle is to take place. Mata Hairy appears again and gives some (rather poor) advice on what to do in this battle. You are shown the crane controls and told that you throw a safe to remove the CFO’s helmet and stunned goons to damage him.

The Setting:
The CFO battle takes place in an octagonal shaped room with 4 overhead cranes. The CFO stands directly in the center of the room. You are randomly placed with one other toon into a zone of the room. One of you will become the crane operator, the other a stomper. On most random runs, the toon who reaches the crane first takes it so be fast or be a stomper.

The CFO Battle:
At the start of the battle, the CFO will begin to send out small yellow goons from both of his doors. These goons can be stunned by simply touching them from behind (you do not have to jump on these). The CFO starts WITHOUT a helmet on, so you DO NOT start out throwing safes! Crane operators need to wait for the stompers to stun a goon within reach of their magnet, pick it up, and toss it at the CFO’s head. To pick up an item, the crane operator needs to watch the shadow left on the ground under their magnet as they use the arrow keys to move it forward, left and right, and backward. This causes the magnet to swing. Press and hold the <Ctrl> key to pickup and hold either a stunned goon or safe. You toss it by simply letting go of the <Ctrl> key. It will take practice to learn the exact time to let go for a perfect hit. It is possible to let go too late and actually throw a stunned goon over his head and too low of a hit does not cause any damage. The CFO will spin around and 'target' toons. Once targeted, he throws gears in that direction. These gears do -10 damage, but more importantly will knock a toon off of the crane. Keep an eye on him and step back, or out of his way if he targets you. You have plenty of time to do this if you pay attention.

As you cause damage to the CFO larger, faster, more powerful goons will begin to come out of his doors. These goons cannot be disabled by simply touching them. Stompers will have to actually jump on them to disable them. Each will drop better toonup treasures than the last.

At first, none of your hits on the CFO will actually cause him to be stunned. As you progress you will find that hits with enough damage will cause him to have the same stars flying around his head that signals a stun with any cog/cog boss. This is a good time to throw a safe at him. Safes do much more damage but you must be careful to not wait too long to throw it. The CFO will grab ANY safe thrown at him when he is not stunned. He can also pick up safes left near his treads. When he picks up a safe he will place it on his head and use it as a helmet. When he has a helmet on, he cannot be harmed by any of your attacks. He will also get a helmet after a period of time without any successful hits. This period of time shortens as the battle progresses so make sure you continue to hit him. To remove a helmet, one of the crane operators must hit him quite high in the head with a safe. This requires some practice to master and is one of the hardest throws you have to do. Safes that came from the ceiling due to taking too long to attack him will simply disappear into the floor after you remove it. All other safes removed will return to the floor. You start with 8, and always have 8 safes for use in battle unless one gets stuck in the wall (glitch).

The CFO has the same light panel on his chest that all cogs/cog bosses have. Once it starts flashing red, you are very close to victory. One more hit will probably end the battle. During this end phase, he attacks more often and helmets fall from the ceiling quite fast. It generally takes a team effort to keep the fast-moving reds from hitting the cranes, have someone take off his helmet, and have someone else deliver the last blow. It can take as few as two toons left to win but this is not an easy thing to do.

When you get the last blow in, the CFO will say he is tired of this and head out one of the doors. As soon as he goes through the door a train will run him over and Mata Hairy will return to give you your reward. The normal post-battle dance sequence will happen before you get your prize. What you win in the CFO battles is not the same as with Sell HQ. Instead of winning cards, you win Unite! phrases. I believe you must have joined the toon resistance in order to use these phrases. These phrases appear on your normal speed chat bar under the heading of Unite! Unlike cards, you may use these phrases at any time. You do not have to be in battle to use them and they affect everyone around you. You can win phrases for toonups, gag ups, and/or beans with the beans being the most common.

A word about strategy:
No two groups on test agree about the best possible strategy and any strategy has a hard time working with random groups. In other words, if you are not with a group of all secret friends, it is difficult to employ any one global strategy. Having said that, here are some tips:

Try to keep safes away from his treads. He will pick them up and use them as helmets.

Stompers can help crane operators remove helmets by running into his treads. This causes him to ‘sit down’ so that he can swipe at you and makes it much easier to hit him in the head with a safe.

Attempting to leave toonup treasures near the cranes can help keep the crane operators from having to spend any time away from the crane.

Good stompers can intentionally step into the light of a goon heading toward a crane in order to protect the crane operator from taking a hit. This only needs to be done if you do not think you can jump on it in time.

You start out with 2 toons in each zone. One strategy has each stomper stay in or near their start zone and leaves them responsible for protecting the crane in that zone. This leaves two stompers for each of the CFO’s doors which also helps balance the defense. Stompers simply running around in circles looking for goons can, and do, miss goons that wind up reaching the cranes. You will find it hard to stay within a zone of too many stompers are running around.

Toons will end up leaving the crane to avoid gears or because of getting hit by gears/lights. Some feel that this is a good time for someone else to take the crane, while others believe that the crane should be left for the other toon to have back again. Neither is totally right or wrong but know that taking a crane someone else was using could cause fighting between toons.

Notice that at the bottom right of the large picture you see that I had two safes placed in front of my crane. Doing this will help block goons (the light will still get you but they will turn away as well) but also leaves you lined up for a quick grab and throw at the CFO when he is stunned. By having at least one safe either right in front, or directly behind you you cut the time in half needed to grab a safe and toss is because you won't have any side swing at all.

Here is a link to a thread I made for helping with team strategy and info about the end-game part of this battle.

Extra Info:
You can use the <Esc> key to step away from the crane instead of clicking on the button with the mouse. This may be easier for many of you.

Any additional strategies, tips, or corrections should be placed in this thread so that we keep just one place for everyone to go to get this information.
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My Toons:
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Sam O. Rye 83LP - Maxed(no drop), HW 25, 60 species, PP2
Tricky Mcklunk JR (test) 113lp -HW 25, RB 50
Cat A. Tonic (test) 82lp - CC3, PP 4
Chimpo (test) noob

Last edited by Queen Petunia Gigglenugget; 02-28-2015 at 03:16 PM.. Reason: Copy to thread
  #3  
Old 06-30-2006, 05:25 AM
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Cashbot HQ Cogbucks

Credit for this post goes to Deputy Monty :)

As of April 13, 2005 update: This is the amount of merits and bucks needed for each cog promotion.
Cashbot Suit
Cog Bucks
Level 1 Short Change 40 bucks
Level 2 Short Change 50 bucks
Level 3 Short Change 60 bucks
Level 4 Short Change 70 bucks
Level 5 Short Change 300 bucks

Level 2 Penny Pincher 60 bucks
Level 3 Penny Pincher 80 bucks
Level 4 Penny Pincher 100 bucks
Level 5 Penny Pincher 120 bucks
Level 6 Penny Pincher 500 bucks

Level 3 Tightwad 100 Bucks
Level 4 Tightwad 130 Bucks
Level 5 Tightwad 160 Bucks
Level 6 Tightwad 190 Bucks
Level 7 Tightwad 800 Bucks

Level 4 Bean Counter 160 bucks
Level 5 Bean Counter 210 bucks
Level 6 Bean Counter 260 bucks
Level 7 Bean Counter 310 bucks
Level 8 Bean Counter 1300 bucks

Level 5 Number Cruncher 260 bucks
Level 6 Number Cruncher 340 bucks
Level 7 Number Cruncher 420 bucks
Level 8 Number Cruncher 500 bucks
Level 9 Number Cruncher 2100 bucks

Level 6 Money Bags 420 bucks
Level 7 Money Bags 550 bucks
Level 8 Money Bags 680 bucks
Level 9 Money Bags 810 bucks
Level 10 Money Bags 3400 bucks

Level 7 Loan Shark 680 bucks
Level 8 Loan Shark 890 bucks
Level 9 Loan Shark 1100 bucks
Level 10 Loan Shark 1310 bucks
Level 11 Loan Shark 5500 bucks

Level 8 Robber Baron 1100 bucks
Level 9 Robber Baron 1440 bucks
Level 10 Robber Baron 1780 bucks
Level 11 Robber Baron 2120 bucks
Level 12 Robber Baron 8900 bucks
lvl 13 - 1100
lvl 14 - 8900
lvl 15 - 1100
lvl 16 - 1440
lvl 17 - 1780
lvl 18 - 2120
lvl 19 - 8900
lvl 20 - 1100
lvl 21 - 1440
lvl 22 - 1780
lvl 23 - 2120
lvl 24 - 2460
lvl 25 - 2800
lvl 26 - 3140
lvl 27 - 3480
lvl 28 - 3820
lvl 29 - 8900
Levels 30 & 40 follow the same pattern as level 20 EXCEPT
Level 50 - The key and no more bucks
__________________
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Last edited by Queen Petunia Gigglenugget; 02-28-2015 at 03:36 PM.. Reason: Copy to thread
  #4  
Old 05-06-2008, 06:58 PM
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Illustrated Mint Maps


I think they're finished and accurate, but mistakes do happen so if you see anything in particular that is wrong, then let me know.

Note:- some maps have very long corridors between some rooms, due to 3D nature of game and mints climb as you go some overlap each other and this was only way to do map on a 2D basis, I don't think it makes map less readable though.

Well any comments are useful whatever they are, let me know what you think.

List of map links (maps are located in gallery, some maps are large so decided not to display them here)

COIN MAPS

Move mouse to corner of a map, and click expansion icon that pops up to enlarge map to full size
Mint Coin - Level1
Mint Coin - Level2
Mint Coin - Level3
Mint Coin - Level4
Mint Coin - Level5
Mint Coin - Level6
Mint Coin - Level7
Mint Coin - Level8
Mint Coin - Level9
Mint Coin - Level10
Mint Coin - Level11
Mint Coin - Level12
Mint Coin - Level13
Mint Coin - Level14
Mint Coin - Level15
Mint Coin - Level16
Mint Coin - Level17
Mint Coin - Level18
Mint Coin - Level19
Mint Coin - Level20

DOLLAR MAPS

Move mouse to corner of a map, and click expansion icon that pops up to enlarge map to full size
Mint Dollar - Level1
Mint Dollar - Level2
Mint Dollar - Level3
Mint Dollar - Level4
Mint Dollar - Level5
Mint Dollar - Level6
Mint Dollar - Level7
Mint Dollar - Level8
Mint Dollar - Level9
Mint Dollar - Level10
Mint Dollar - Level11
Mint Dollar - Level12
Mint Dollar - Level13
Mint Dollar - Level14
Mint Dollar - Level15
Mint Dollar - Level16
Mint Dollar - Level17
Mint Dollar - Level18
Mint Dollar - Level19
Mint Dollar - Level20

BULLION MAPS

(New) Hybrid maps -Best of Both, list form with images (2pages)
(Click Image to open full image, then click again for full size, Right Click and choose "Save image as..." to download, or alternatively click the PDF direct download link below pictures)



PDF Version (Both Pages) Direct Download

Move mouse to corner of a map, and click expansion icon that pops up to enlarge map to full size
Mint Bullion - Level1
Mint Bullion - Level2
Mint Bullion - Level3
Mint Bullion - Level4
Mint Bullion - Level5
Mint Bullion - Level6
Mint Bullion - Level7
Mint Bullion - Level8
Mint Bullion - Level9
Mint Bullion - Level10
Mint Bullion - Level11
Mint Bullion - Level12
Mint Bullion - Level13
Mint Bullion - Level14
Mint Bullion - Level15
Mint Bullion - Level16
Mint Bullion - Level17
Mint Bullion - Level18
Mint Bullion - Level19
Mint Bullion - Level20

Last edited by Queen Petunia Gigglenugget; 02-28-2015 at 03:31 PM.. Reason: Copy to thread
  #5  
Old 06-16-2008, 06:53 PM
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How 2: Crane In CFO

HOW 2 :- CRANE IN CFO


Before We Start:

If you don’t know already, DON’T go listening to the monkey’s advice at beginning of CFO.

Fig1. 'Don't We Wish'

Although what she says is correct for knocking a safe of his head, the CFO never starts with a SAFE ON HIS HEAD. This will happen much later, or if someone throws a late safe in earlier stuns.

As picture below shows it is easy to tell the difference.

Fig1a. No Safe ------ Safe (Helmet)

Also if you are totally new to this battle I would recommend checking out The Complete Guide To CFO Battle, this outlines exactly what to expect and gives extra basic techniques and things to avoid.

Basic Techniques:

The easiest technique for craning is to move the crane mainly when the magnet is furthest back ‘Resting Position’ to minimise unwanted swing.

Fig2. The 'Resting Position'

Once you’ve jumped on a crane, you push the down-arrow and move crane to centre (in line with the line on ceiling that goes to centre of CFO, 'The Swing Line'

Fig3. 'The Swing Line'

Then once goons are stomped (usually near door if you have good stompers in there), turn crane until you are in line with a goon, swing out, pick up, swing back in, as you swing back in, turn crane to centre position ‘The Swing Line’ (in most cases if you pick up goon right outside of undercarriage, the magnet should be still once you are back on 'The Swing Line', if you had to turn out further, just hold back until crane is more or less still.

Once still and in line, swing forwards and release goon earlier rather than later, that way if he crouches from a hit elsewhere it is less likely to go over his head (best timing is just after goon is passing top of undercarriage section, the circular gear/cog bit his body is attached to <see Fig4>, then swing right back before turning for another goon.

Fig4. Release Point & Subsequent Hit

By following this you should minimise extra swing, once you get technique right you can do this quite fast and you'll learn that you can minimise turn and swing and still get your goon target (all this helps to speed things up).

I suggest avoiding to try and get swing at CFO in early (mid turn) even if CFO is targeting you, best to jump off early, unless you think someone else will get goon hit in time, which will divert CFO's attention.

Note To Stompers :- Most good stompers know this already. Watch the craners while you are stomping, if one is getting targeted while they are lining up goon shot, run into to CFO, this will cost you -1 laff in health, but also will divert CFO's attention away from craner allowing them to get their hit in, just remember to move away to avoid the swipe -5 hit.

The Stun:

Fig5. Picture of Stunned CFO

During the stun periods, the Rule of Thumb that I have found is :-

First Stun Period :- 2 safe hits is easily done (however if you spend time lining up safes, one is best target, especially at first)
Second Stun Period :- 2 safe hits is possible, if you have safes ready and next to you, best to stick to one (all this depends on how may hits were in first stun)

After this best to stick to 1 safe hit only, once CFO is red even one hit will be difficult, only attempt this if you have safe ready to go, no adjustments needed.

If you don't have safes to hand, best strategy is to pick up a disabled goon and wait till end of stun period and hit again, if someone is doing this, then you could either pickup another goon, or pick up safe and move it to good position, as if someone hits with good size goon a stun may start again straight away.

Positioning :- Some people put safe in front of them on 'The Swing Line' <See Fig6>, but I have found this inconvenient, I put my safes left and right of crane position at the back <See Fig7>, as with this I can pick up safe while in the ‘Resting Position’(ready to swing forwards at CFO), this means I can usually get two hits in one stun in earlier stun sections, with safe in front of you, you will usually have to swing back first for full swing, all this takes extra time.

Fig6. Safe in Front Postion..........................................F ig7. Safe(s) at Side(s)

I would say for beginners, to put 1 safe beside you, on opposite side to where opening carriage is, this is best as you are less likely to pick up safe when swinging out for goon (if you do pick up safe on any swing, just swing back with down-arrow, and drop back down beside you, don't panic and add unwanted turn movements).

Sometimes you don't have time for finesse in safe throwing, but for highest hits and the perfect 50 stun, your safe needs to be in line with CFO (side by side), the release point is about same as suggested above for goon hits(the bottom of safe passing bottom of actual CFO, above undercarriage), by releasing the safe earlier and not to high, the safe also tends to fall back down on your side and can be easily picked up for second swing (once skilled), or just to be brought back ready for next stun section.

Fig8. The Perfect Stun Shot

However due to fact releasing too early can sometimes give a small hit less then -20, instead of a good hit of 40-50, some people prefer a high hit on CFO which flies off over to other side, this tends to get a more consistent 30-40 hit.

The Safe Knock-Off

At some point during the crane round a safe will drop on the CFO’s head, this usually happens later when no one hits him with a goon in time, also the CFO can grab safe if a late safe comes in after stun period is finished. This will need to come off before you can continue hitting the CFO. ‘The Safe Becomes His Helmet’

To remove a safe from CFO's head, the release point is earlier rather than later, most try to release safe when it's next to the safe on his head (side by side), this is wrong. The idea is to catch the bottom of the safe on his head lifting it up off his head, for this you need to use the side of your safe to connect to bottom of his. This is your release point.

Fig9. 'The Knock-off'

Hope some of this can help you, but above all practise is the key, of course this is difficult with others thinking of taking over when you make mistakes.

Advanced Techniques:

The Walking goon hit: this is not as difficult as it may seem, although I’ve classed it as advanced as it is not necessary to complete round easily enough, however it is a bit harder but very useful later on where time to get hit in is very limited and red goons are running about.

Quite simply if you see goon taking a path through your swing line, you can line up crane in ‘Resting Position’, and swing forwards to CFO along the swing line and pick up walking goon then release goon as normal to get hit in. (Difficulty: 4/10)

Fig10. Walking Goon Hit

Trickier is a curved walking goon hit, if a goon has just come out of the CFO’s undercarriage or is anywhere along the line from undercarriage and mid point of swing line. Adjust crane to slightly left or right so its pointing towards under carriage then swing forwards, once half through swing turn crane back towards ‘The Swing Line’ pick up goon on way through and release as normal, hopefully if done right you should have created and angle that will slam goon into CFO, this is difficult though it may well fly past or even over. (Difficulty 8/10)
<currently don’t have picture of this in action, I rarely see an opportunity worth trying this, but if and when I do it again I will try to capture>

Forward Safe Hit/Knock-off: Again this is not difficult, but like walking goon hit it could be useful near end when time of both stun or knock-off is limited by time, goons or CFO facing you straight away. If safe is within ‘The Swing Line’ you can swing forward, this works best if closer to CFO rather then closer to crane, if it is close to crane then a small swing back is better option. (Difficulty: 4/10, 5/10 if knock-off)

Fig11. Forward Safe Hit

Trickier again is curved safe hit/knock-off, if safe is slightly left or right of swing line close to CFO, you can curve the forward swing to get hit on the CFO, it is possible as far out as the undercarriage but extremely difficult. Only worth doing if getting desperate and the opportunity is there in front of you. (Difficulty 7/10, 8/10 knock-off)

<currently don’t have picture of this in action, I rarely see an opportunity worth trying this, but if and when I do it again I will try to capture>

Video Of Crane Round In Action

Take a look at video below courtesy of Kit.T.Kat. It shows a crane round in action with added bonus of graphics of keys as they are pressed. It's a good indication of what is required of a craner for successful crane round.

Notes: This video was filmed on a Mac.

The ^ key () is "Control".
The Arrow in a circle key () is "Escape" "esc".



Extra Tips :-

It is worth trying the (C)old (C)allers (G)uild section in this forum <LINK>, once you have basic techniques, they do training runs for CFO, where of course everyone involved will be there to help people crane with less pressure and without people stealing the crane in you get in trouble and need treasures. I'm not sure how it all works but if you look through the sub forum you should find out what you need to know, or just post a question about it.


If you can think of anything I haven’t that you think is worth listing here, or have any Extra Tips of your own, please post below and if I think it's worthy info, I will place here with credit to poster of course.

------------------------------------
Extra Credit:-

Kit.T.Kat for supplying video of crane round. Check out Kit.T.Kat's CFO Tips Guide, for even more tips.

And most of all Good Luck.

Last edited by Lori; 04-27-2015 at 02:03 PM.. Reason: Fixed broken link
  #6  
Old 09-02-2008, 03:38 AM
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Soundless Strategy Guide in the Mint

This guide is not just for soundless toons, it is for toons playing with a soundless. Soundless toons are given a lot of unnessecary grief in the HQ's for the choice they have made. Many people dislike them and refuse the enter the elevator with them. Don't be afraid of soundless toons, they're just out trying to work in the HQ's, like you are! Learn the right ways to cooperate with them, and you will find that it doesn't take much longer, doesn't hurt anybody's feelings, and gets the Cogbucks they all came for. Of course, if you are one of those soundless toons out there that doesn't know what to do in battle, this is also your thread. This guide is meant to make soundless runs normal and natural for all toons and to save as much time as possible. Here are the recommended soundless strategies for playing in the Mint.






There will be groups with at least one Lvl 11 in them, the others being Lvl 10s. The soundless toon's job is to know where the Lvl 11 is. The quickest way to be certain on the Lvl 11's location is by a process called "tagging". Tagging is when a toon runs into a cog to start the battle. With a Lvl 11 on the side of the line-up, it will be easy to tag. If two Lvl 11s are in the center, run into the center. The tagged cog (the closest cog to the toon) will be the one who talks as the other cogs move around behind him. It will appear on the right-hand side of the battle when it begins and is an easy way to know for sure where the Lvl 11 is- on the right side. If someone else tags the cog, check to see if it is a Lvl 11. If it is, they have tagged it for you. If it is a Lvl 10, wait to see where a Lvl 11 is before entering the battle.






Now that you know where the Lvl 11 is, you should have no problem hitting it. This is how the turn should go. With 2 fogs and an elephant trunk selected, the Lvl 10s are taken care of. Throw a gag for either one of the Lvl 11s (I recommend the safe, since it has few other uses) and watch how the turn carries out. Two weakened cogs isn't worth three fogs, sounding toons out there, don't use three for this battle! The Lvl 11 cogs will not be fully destroyed, no- but it will not take a lot of effort or time to finish them off. The safe has a good chance of hitting after the sound, so don't worry about that. If there is one Lvl 11, the other cog will be left standing and attack. If it hits a toon, someone in the group will Toon-up and an accurate gag like squirt will end the battle. If there is only one Lvl 11, the battle will be taken care of in one turn.






There is one group of cogs in the Mint that are only Lvl 10s.






The 3-sounder combination to take out Lvl 10 cogs is two foghorns, and one elephant trunk. With no Lvl 11s to clean up, the soundless' move depends on the situation. Toon-up if anyone is in need of it. If not, there is really nothing you can do. Big magnets are what I have always used, to increase accuracy of the sound (or not, by the controversy) If sound still misses, lured cogs wouldn't attack anyway. It always is better than just passing.






The groups with only Lvl 11s can only be taken out with three foghorns.






If all the cogs are Lvl 11s, the sounders will all use foghorn. Once again, the soundless should Toon-up if possible. If not, use a small lure.






The supervisor group is set up well for the soundless toon.






The sounders will all fog to get rid of the Lvl 11s, leaving a red light on the Lvl 12 supervisor. A safe (or a piano) will finish it all up.





Basic "With-A-Soundless" Sound Combinations List



This is all there is to know about running with a soundless in the Mint. Follow the strategies to a "T" and it won't take any longer. Soundless toons are not useless; unless that is what you make them out to be.




Big thanks to Simba, Emi, Miss Roxy Bumblebee, and Wishing Star for the help and encouragement on these runs.

Check out the other soundless guides here!

Soundless Strategy Guide in the DA
Soundless Strategy Guide in the CGC

Last edited by Lori; 04-27-2015 at 02:05 PM.. Reason: Removed broken image
  #7  
Old 06-18-2009, 11:35 AM
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Kit T. Kat's CFO Tips

Here are some tips for the cfo fight.


Important Tips
____________________________________


Craners and gooners are extremly and equally important.

Teamwork is extremly important.

If you dont get a chance to crane then dont try to steal one. You need to work as a team to beat the cfo.

Try and keep the treasures around. You or someone else might need them later. Try and only take them when your below your safe zone. (Mine is 3 hits away from going sad)




Crane Tips
____________________


At the begining if you get a crane. Grab both safes next to you and drop it on your toons head. That way you can grab them quickly when he becomes dizzy.

A good stratagy is to trade goons with the other craners. You pick one, the other gets the 2nd, you get 3rd, they get 4th........

Sometimes it is good to jump off the crane and do a little goon clean up. Short runs, when red goons come out, and it gets chaotic are good times.

Try and keep 2 safes per craner. That way everyone has a equal amount.

Quote:
Originally Posted by Tip by me
Cranes have trajectory.
Quote:
Originally Posted by Internet
A trajectory is the path a moving object follows through space.
You can see that when you swing goons.



Which path would the goon take?
OR

Spoiler for Answer:
The Answer is...

The time the cfo is dizzy gets shorter each dizzy and when he is closer to leaving.

When there are too many goons, sometimes it is good to throw them even if the cfo has a hemlet.. Throwing goons at a helmeted cfo wont harm him, but it will get rid of some goons.

When he is red and dizzy, I rarely throw a safe at him. If you have your crane right over a safe then you can throw it and probably hit the cfo before he becomes un-dizzy.

When he is dizzy and there are no safes around you and very little goons around. I suggest holding onto your goon until he is undizzy. There is a chance you could make him dizzy again by throwing that goon.

Dont swing the crane much.

Only throw a safe when he is dizzy. You can tell he is dizzy when there are stars flying out of his head.




Goon Tips
____________________


Standing on the red square infront of a craner will make the cfo target you both.

It is easier for the craners (and the stompers) if you stomp them right as they come out, just as they turn on their light.


Video of A Crane Round
______________________

Notes: This video was filmed on a Mac.

The ^ key () is "Control".
The Arrow in a circle key () is "Escape" "esc".

______________________
Edit: August 21st, 2009.

Also for reference. Here is what an invisible safe looks like. (Look at his eyes).

Last edited by Queen Petunia Gigglenugget; 02-28-2015 at 03:22 PM.. Reason: Copy to threaad
  #8  
Old 07-02-2011, 09:26 PM
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Complete Guide to Mints

COMPLETE GUIDE TO MINTS

(Everything A New Toon Needs To Know About Mints)



Welcome to the guide that is everything, that is Mint. What they are about, where to find them, what you may find in them and how to pass the tricky obstacles. (No mints were harmed or eaten during the making of this guide)



Contents:-


  1. Mints! What, Where, Why? (Introduction to Mints)

  2. Going Through the Hole (Inside the Mints a brief outline)

  3. Rooms In More Detail.

    • Mint Pipe Rooms (Cogs, Goons & Supervisor)

    • Mint Gear Rooms (Cogs, Goons & Supervisor)

    • Mint Boiler Rooms (Action - Big Gear Room, Goons & Supervisor)

    • Mint Lobby Rooms (Cogs, Lava Room & Paint Mixer)

    • Mint Action Rooms (Big Stomper, Spinning Cog Stack & Box and Stomper)

    • More Rooms (Stomper Alley, Elevator & Conveyor, Skelecogs [Straight/Right] & Other Supervisor Rooms)







Mints! Where, What, Why?


There are three mint types with 3 difficulty lengths. They are: - Coin, Dollar and Bullion. They are a useful way of getting some higher cash cogs (although more risky then buildings), getting certain tasks in DDL and the best way to get those mountains of BUX you will need to fill each of the higher suits in your cash suit collection.

Below is a basic diagram of Cash HQ and the location of the 3 elevator entrances labelled.

Click the image to view the full version


COIN MINTS (Easiest) - COGS 16-24 - BUX 356-544

DOLLAR MINTS (Medium) - COGS 24-36 - BUX 679-1004– MIN LAFF 66

BULLION MINTS (Hardest) - COGS 36-44 - 1202 - 1496 – MIN LAFF 71







Going Through The Hole (Inside the Mints)



Each mint is made up of several rooms, each has an obstacle or hazard to pass before proceeding through winding corridors to the next.


They come in 4 different types :-


Cogs: These rooms have cogs to defeat before you can pass. Rooms can contain anything from 4-16 cogs in sets of 4.

Action: These rooms contain obstacles to pass, mechanical in nature, these include spinning gears, sliding and crushing stompers, and various sized boxes to jump over etc. These rooms require skill and timing to pass, more details and tips on this later.

Goons: These rooms contain those nasty laff sapping goons, beam damage varies (usually no more than -10), you can jump on the goons backs to temporarily disable or avoid beams to get through and pass.

Supervisor: This is the last room type in every Mint, it contains the Supervisor and his 3 attendants. The supervisor is only level 12 cog in mints.


Some rooms contain Yellow and Purple Barrels. The yellow ones contain Toon ups (4-8laffs), the purple ones contain Gags (various, random on each level, 5 of highest gags restored from each)

Rooms In More Detail





Mint Pipe Rooms:


These come in 3 types, Cogs, Goons and Supervisor.


Pipe Room (cogs): contains 16 cogs of which 2 sets are passable as shown in diagram below. Follow blue arrows (remember to hug both pipes and wall when passing cogs). Of course remember that your fellow toons may need them, so play fair at all times.

Click the image to view the full version


Pipe Room (goons): contains 8 goons (3 on either side, 1 just beyond boxes by entrance and one just before boxes at exit) and 2 Toon Up barrels should you get hit. See Diagram below for rough look at beam damage areas and where barrels are.

Click the image to view the full version


Pipe Room (Supervisor): contains one set of 4 cogs which includes the level 12 supervisor.

Click the image to view the full version

Mint Gear Rooms:


These come in 3 types, Cogs, Goons and Supervisor.


Gear Room (cogs): contains 4 cogs (2 level 11’s & 2 Level 10’s).

Click the image to view the full version


Gear Room (goons): contains 4 goons and one toon up barrel in the corner.

Click the image to view the full version

My advice:- The best route through goon room is to wait for first goon to pass going to the right, then move to the left where square pit is, watch for second goon make sure it’s passed and going to the right. You can now pass other two goons by hugging the rim of the square hole, then turn left keeping to the left(see blue arrow in diagram above), the other two goons will not hit you. Just remember to hug the edge of the upper pit. See Blue Arrow in diagram above for route described above.

Again you can run through only getting hit once, and can collect the barrel in corner, wait for goon to start moving from the exit stairs and run past when gap is there to pass by after collecting barrel (as indicated by the second blue arrow).


Gear Room (supervisor): contains one set of 4 cogs which includes level 12 supervisor, one toon up barrel and one gag barrel behind the boxes.

Click the image to view the full version

Mint Boiler Rooms:


These come in 3 types. Cogs, Action and Supervisor.


Mint Boiler (cogs): Contains 16 cogs, one toon up and one restock barrel, one set of cogs can be passed as shown in diagram below.

Click the image to view the full version


Mint Boiler (action) [commonly known as Big Gear Room]: This has various obstacles to pass (see below for advice and tips to help you pass these), it has 3 Toon Up barrels and 3 Gag barrels as a reward for all that obstacle passing.

Click the image to view the full version

My Advice:- This room can be tricky for some, however if you follow some of the advice below you could find it much easier then you think. Study the diagram above for the main route.



Here is a pictured, instructional guide to negotiating the big gear room.

Note:- The details and pointers described below are designed as a guide for positioning, the closer you get the better, however perfection is not needed, just remember to not get too close to edge of anywhere, but close enough so that you will reach other side. You should not need to fiddle too much to find exact position as long as you are facing in the right direction you should make it, remember to keep both buttons pressed until you have reached your destination when jumping. You do not need to be running to pass any of the jumps (except stomper section), as long as you line up close enough to edge, running is more likely to have you slip off the edge anyway.

1) Go to stairs to far side

Click the image to view the full version

2) Turn to face the first boxes and walk to the edge of main platform and first boxes, line up on central line with feet touching the edge of the inner square on boxes facing straight. Use the pipe in background should you need extra help (second panel in from left side of right pipe).

Click the image to view the full version

3) Press Forward and Jump keys together to make jump, remember to hold both down till clearly over target boxes.

4) Follow the boxes until you reach the big spinning gear. Move to corner of box, feet near or on the inner edges of box back of feet within the inner circle, direction can be gauged by looking at wall panels in background (toon facing anywhere from second line in from right corner or third panel).

Click the image to view the full version

5) Watch the spin of big gear and time jump so that gear spoke is passing just a little left of in front of you (but most of spoke directly in front of you), forward and jump keys (remember to hold down both keys till over big gear).

Click the image to view the full version

6) Cross the Big Gear and move to left a bit to find a spoke to position yourself in. Choose a spoke that allows you time to get good central position on spoke by time you are passing the stomper in background.

Click the image to view the full version

7) Prepare to jump and when spoke passes left corner of box you are jumping to. Jump over to it using same method described before. (Remember you still should not need to run at any time even on this moving part)

Click the image to view the full version

8) On next box move slightly left of centre line in boxes, feet no closer to edge then inner box line, use panels on walls again to help get best direction, anywhere within second panel from corner is good.

Click the image to view the full version

9) On next box move to left corner of box, feet no closer to edge then inner box line, use line on walls again to help get best direction, anywhere between first line to right of stomper or second panel in from right corner is good. Jump using same method as before.

Click the image to view the full version

10) Turn to face stomper and line yourself a box away from it using line between boxes you center yourself, make sure you are straight.

11) OK, this is most tricky of moves you will have to make as you will have to do this on the run. Watch stomper, when it hits boxes run forward against rising stomper, as soon as you start to go under stomper, press jump while holding forward until over target box, stop all movement immediately (let go of buttons)!

Click the image to view the full version

13) Turn to the left you will see box just ahead, line up to left corner of box, use yellow barrels in background to line up. Use jump method as before both buttons together until over destination.

Click the image to view the full version

14) Turn right to face book case of money/gold. Again move to corner of box, using inner square line method for edge, use panels in background to line up, you will see that one is center of bookcase. Jump to bookcase using the both button method.

Click the image to view the full version

15) Nearly there, now walk to edge of bookcase, no need to go too close, if you turn right and look at wall you should be about center of panel and near edge of case, this is best position. If in Coin or Dollar if your feet are within money band strip then you are close enough. Line up with boxes in front of you, use middle line of boxes or middle of panel in front for direction.

Click the image to view the full version

16) Jump forward using double button method described before to land on top of last box.

17) Phew you are there, you can't mess up now, just walk forwards to upper platform!


Mint Boiler (supervisor): Contains one set of 4 cogs which includes level 12 supervisor, one toon up barrel and one gag barrel among the boxes on lower level.

Click the image to view the full version

Mint Lobby Rooms


Mint Lobby Room:

This room is cogs only, the are 3 sets of cogs 12 in total, none can be easily passed.

Click the image to view the full version

Usual tactics of completing the cogs apply. Note: first set are all Level 10’s so only one Fog Horn is needed if using sound strategy (accompanied by 3 elephants of course).


Mint Lava Lobby Room: (Lava Room)

This is quite a simple action room, there are three pressure pads in a row floating in a room full of lava, seemly the only way across is on the pads, however be quick as the pads slowly sink when jumped on.

Click the image to view the full version

My Advice:- You don’t need to jump on pads unless you need to make up laffs and to be honest, with 4 toons you can toon up in next battle unless you are really low, just remember to walk to left/right side of pads so not to spoil it for others who may want to jump on pads (as indicated by green arrow route), you will need to jump at other end to get out of lava, remember to not stop while in lava or you will lose more than -8 laffs. Barrel at end will give you your 8 laffs back.

Note: If you choose to go over using the pads remember to walk forwards a bit on each pad, especially when jumping off third to platform on other side room, otherwise you will not make it and take a -8laff lava scorching, fear not though as the barrel is waiting with a nice +8laff salve just ahead. Also you will have to wait for pads to rest if a toon has just gone over them.


Mint Lobby?: (Commonly known as Paint Mixer)

Click the image to view the full version


Here is a pictured, instructional guide to negotiating the Paint Mixer.

Note:- The details and pointers described below are designed as a guide for positioning, the closer you get the better, however perfection is not needed, just remember to not get too close to edge of anywhere, but close enough so that you will reach other side. You should not need to fiddle too much to find exact position as long as you are facing in the right direction you should make it, remember to keep both buttons pressed until you have reached your destination when jumping.

1) Line up toon on first line in from left side facing far wall, best direction is between corner line just left of exit door, as indicated by red circle indicated in pic below.

Click the image to view the full version

2) Watch platforms see how they move this will help with timing of jumps, wait till first platform moves directly in front of toon. Look for line on the edge of platform (as indicated by arrow below). Press forward and jump at same time, remember to hold down both buttons till over first platform.

Click the image to view the full version

3) Line up toon for next jump, watch the hexagon platforms as they come level, the point of your that meets the point of next platform is the one you need. Line up toon straight as possible with that point, within outer circle as shown below.

Click the image to view the full version

4. Watch platform when it passes in front of toon, jump to next platform using both button method as you did with first jump. Again use point on other platform, as it moves in from left to line up with on your platform, you can jump.

Click the image to view the full version

5. Again watch as platform you are now on meets the exit, the point on your hexagon facing that is line up point. Line up with plenty of time to jump. Remember within outer circle with feet.

Click the image to view the full version

6. Face toon facing out in line of hexagon corner. When platform moves in front exit door, the barrels passing over your head is good point to do jump safely. Jump to the stairs. You’ve made it..... toon.

Click the image to view the full version

Note:- Should you fall in return to beginning using stairs to climb out, if you do this quickly you should only lose -8 laffs. Pictures above show toon quite near edges of platform, but you can jump from within center circle and still make it to next platform (usually your timing reaction needs to be a little quicker), so if lag is making you fall off edge trying to get that close, stop shorter next time.

More Mint Rooms


Mint Stomper Alley:-

Another simple action room, this has three crushing stompers to pass under through a zigzag course of shelves. Getting squished removes 10laffs, there is a single Toon Up barrel at end giving 7laffs.

Click the image to view the full version

My Advice:-

Upon entering this room, move to the right of first stomper and wait for it to crush down then run against it as it rises. Now (without stopping) move under and turn right and right again (turn as slight as possible, just enough to pass under stompers, brief right arrow taps should be enough), go under the second stomper, then turn left a bit and pass under third stomper. If you don’t stop running you should pass under all without getting hit. If you do get hit on way through, use the 5secs of grace (flashing toon) to get to safety. Once at exit, turn round 180’ to find a barrel giving 7 laff Toon Up if required.



Mint Stomper Alley: (Lift/Elevator and Stompers)

Unlike other stompers these are the sliding kind and will push you off the ledge into a pit, meaning you will have to go back to beginning again. No danger of getting hit right? Wrong, those nasty cogs have put a couple of goons in the pit as well, so getting out of the pit without losing laffs could well be a problem. Of course not falling off ledge is best idea here.

Click the image to view the full version

Ok fairly simple again for action room, same rules apply for sliding stompers as the crushing kind. Once you have gone up the lift you will be faced with 4 sliding stompers. If you have time, watch the sequence before trying. However rule of thumb is, run forwards into side or first stomper as slides forward, then as slides back in move to next (you may need to walk backwards a little before moving past stomper), when you get to third stomper, it may seem that second will push you off , fear not though, keep running forwards into third stomper, turn a little to the right for extra security. Then last should be no problem. The conveyor is trying to push you back to beginning, although it’s not too much of an inconvenience and should not slow you down.

I believe it is even possible to stay on ledge even if stomper pushes you right to the edge, by running directly at approaching stomper, still if it was me I would avoid even trying this ;)


Skelecog Rooms:

There are two of these rooms, one that exits straight on and another that exits to the right. Both are same, 4 skellecogs all level 11’s. Usual battle rules apply, if using sound strategy two fog horns will be needed here.

Click the image to view the full version



Other Supervisor Rooms:

Not a lot to say about these, 3 more rooms that contain the supervisor and are last room in mint.

Click the image to view the full versionClick the image to view the full versionClick the image to view the full version

Last edited by Lori; 04-27-2015 at 03:22 PM.. Reason: Updated
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