|
The Cashbot Headquarters
Once you have worked your way through all the playgrounds and reach Donald's
Dreamland playground, you will start getting missions that require you to head
into the Cashbot Headquarters. The Cashbots have built up a huge headquarters at
the end of Pajama Place where they are printing cog money. It's your job to head
inside to defeat their boss; the Chief Financial Officer (CFO) and prevent the
cogs from this task.
 |
The Cashbot HQ is a dangerous place and you should avoid going
into their headquarters until you have high enough laff and strong gags to
survive. |
Before you can go into battle with the CFO, you will need a
disguise. Unlike the V.P. in the Sellbot Headquarters, you will get missions
to earn this. You need a total of 12 suit parts and you have to earn 40 cogbucks
before you are ready to meet the CFO. Once you have the suit, you will earn
cogbucks every time you defeat a cashbot.

Now we are ready to take a closer look at the Cashbot Headquarters. When you
enter the headquarters you will find yourself in a gigantic train yard. The doors
leading to the CFO is across the other side of the train yard. Tto get there
you have to either run or teleport over to any toon that is already standing
there. If you have to run across, you should be careful not to run into any of
the cogs patroling the area, since the lowest level cog here is 7.
.
When moving across the train yard, you have to pass the railroad
tracks. Along each railroad track is red crossing zones you can use to get past.
The CFO Battle
A maximum of 8 toons can board the elevator and fight the CFO
together. At the first stage of the battle you will be divided into 2 teams for
a long battle against cogs that pour out of the CFO to defend him. You will
never fight more than 4 at a time but they keep refilling as you kill them off -
until the CFO's troops are all dead. You will want to be careful about using
your big gags too quickly, since the battle is quite long and can consist
of cogs ranging between level 1-12. For the most part, you will find that the
cogs attacking you are in the higher levels. Sound is often used in the
CFO battle, but there are many other strategies you can use.
One thing to keep in mind when battling the cogs is since
there are so many high level cogs in this battle, a toon could easily go sad if
you don't keep an eye on each other's laff and heal when needed. If you have
gone into battle without all 8 toons or if the team on the other side has lost
team members, you should try to kill off the cogs as efficiently as you can since
you can fill empty team positions on the other side once you are done battling
your own cogs. If you are on a weak team, you should also consider killing the
strong cogs and keeping smaller cogs alive so that you never have to face more
than one or two strong cogs at once. Since every time you kill off cogs they are
immediately replaced by new cogs, you can have a much easier battle if there is
never enough room for more than one strong cog to join at a time.
The CFO battle is not a good place to level up your gags,
unless you are with friends who have all agreed that you can work your gags.
Since this is only the first part of the battle, you should also make sure that
all toons are healed up before the battle ends so that everyone is prepared for
the next stage of battle.
Once you have killed all the CFO's defense troops he will
escape into another chamber where the final battle will take place.
The final battle is even more dependant on teamwork than the
first part, since you will have to work out which toons who will attack the CFO
by using cranes and which toons that will work as defense by keeping the craners
(and themselves) safe by stomping goons. The CFO will open his hatch to let out
Goons as his defense. The goons will walk around the area hurting anyone
in front of them with their lasers. Both tasks are equally important and
if not enough members of your team are good at their job, you all risk ending up
sad at the playground.
Now the good news is that every time you disable a goon in battle
the goon will drop a heal, called treasures, that you can use to heal yourself
up. The heals are of the same type you find in the different playgrounds and as
the battle goes on with stronger goons being sent at you the treasures dropped
will give more laff than the ones in the early stages of the battle.
To make it easier to communicate you will find that there are
temporary speedchat phrases in your menu while you are in the CFO battle.
Stomping the Goons
To stomp a goon, you simply sneak up behind it and jump on its
back. This will disable the goon temporarily and turn off his laser light. Now,
stomping a goon sounds easy in theory but it does take some practice to get good
at it. In the CFO battle the first goons released as defense will be tiny
little yellow goons who are quite easy to disable since all you have to do is
run intotheir backs to stop them. As the battle progresses, the goons released will be
more dangerous. The bigger goons are faster than the small goons and
their laser light reaches a lot farther, as well as does more damage at once.
The color of the goons will let you know how far along in
the battle you are. When you see orange goons you know the CFO has a orange
light on his chest and when you see the red goons you know he is close to being
defeated. Be careful though - the red goons give out 24 damage with their lights
and if you get swarmed by red goons you are in trouble!
If you have chosen to stomp goons, your job might sound simple,
but there are a lot of things you should keep in mind to make the job easier.
First of all there is an advantage to deciding which craner you are defending -
and staying on one side during the battle. If every craner has their own defense
they are more likely not to get hurt than if all the stompers are running around
killing everything that moves without a plan. Now of course if you see that
another craner is in danger you could help out, but don't forget to return to
your own craner as quickly as possible. Depending on how many toons that are in
the battle, you might not always be able to stay with one craner. Sometimes you
will find yourself defending two craners at once. And sometimes you might even
find yourself being the only stomper left - in which case you have no other option
than to stomp everything that moves or trying to determine which craner is the
most efficient and protect that craner in the hopes of the battle ending quick.
If you see a goon headed for a craner and don't think you can
stomp it in time before its light hits the craner, you can stop the craner from
getting hurt by stepping into the light yourself. This causes the goon to stand
still for a few seconds and gives you time to stomp it. When you stomp a goon it
will drop a heal for you that you can use to heal yourself up with again. You
might wonder why you should elect to get hurt instead of the craner. The less
time the craner has to spend trying to find heals the more time he has to attack
the CFO and the shorter the battle is likely to be. As a stomper you can
therefore also help by leaving heals close to the craner so that the
craner can heal up without having to run to far away from the crane. Now some
toons will take heals as soon as they lose one or two laffpoints and effectively
emptying the battlefield of heals. Try to balance how many heals you are using
up. You don't want to end up sad cause you waited too long before healing, but
you don't want to make others sad cause they couldn't find any heals. Another
reason to save heals is if the battle is long and you're having problems keeping
the number of goons down, you could easily find yourself swarmed by goons and hit
by several lights at once, in which case you will be happy to find heals lying
around.
Sometimes the CFO will
"pick up" a safe and use it as a helmet. When this happens the craners have to
knock the safe off his head before they can hurt him again. As a stomper, you can
help the craners by running into the CFO forcing him to sit down so he can
take a swipe at you. Running into him will cost you one laff but while the CFO is sitting down its much easier for the
craners to knock the safe off. You should only do this if you have the time and
the laff to spare, though. Protecting your craners is always your number one
priority!
Craning
The craners are the toons
that attack the CFO. Only 4 toons can crane and it takes some practice to
become a good craner. To use a crane, simply step up to it and you will find
yourself controlling the crane. You can leave the crane again by clicking the
Leave Crane in the bottom right corner or by pressing ESC on your keyboard.
On the crane, you have a view of the entire battlefield and can
see all the stompers and craners around you. As a craner, you will have to learn
how to control the big magnet to pick up goons or safes and attack the CFO. To
get the magnet moving you use your arrow keys on your keyboard. The magnet will
start swinging and if you keep an eye on the shadow on the ground under the
magnet, you can see what it is aiming at. To pick up an object on the ground
(safes or goons) you press the <Ctrl> key. When you let go of the
<Ctrl> key you toss the item your magnet is holding.
There are 8 safes in the room you can use. 2 safes are already
placed in your corner for your use. However you shouldn't throw a safe at
this point in battle!!! The only times you throw safes at the CFO is when he
is wearing a helmet and you need to knock the helmet off - or when he is stunned.
The CFO will take any safes thrown at him when he is not stunned and use it as a helmet
so that you can't damage him. For that reason, you should be very careful about
throwing safes around. Don't start using the safes until you have enough
experience to handle throwing goons at the CFO successfully.
To hurt the CFO in the beginning, you should pick up goons to
throw at him. Look for any disabled goons that you can pick up and toss a the
CFO. You can pick up live goons also - but they will struggle to get free and
are much harder to toss as a result. The bonus of throwing live goons is that
they will hurt the CFO more than a stunned goon will, so it is definitely
a technique worth learning. You can actually help your stompers if you
pick the goons that are closest to you so that they don't have to worry about
these goons waking up.
Keep an eye on where your goon hits the CFO. If you aim too
high, the goon will just fly over his head. If you hit too low, it won't cause
any damage. In the beginning of the battle, you won't cause enough damage to stun
the CFO, but as bigger goons are released you will find that a successful hit
will stun him. When the CFO is stunned, he will have stars around his head. Now
is the time to quickly hit him with a safe. If you wait too long, he might wake up
and use the safe as a helmet, though. The CFO will also get a helmet on his
head if a long time goes by without any successful attacks. To get rid of the
helmet you need to aim a safe on his head, which can be hard to do. As mentioned
earlier if someone runs into the CFO forcing him to sit down this becomes a
bit easier to do.
Even though your top priority is to attack the CFO, there are
times when you should consider helping your stompers. If an area is getting
swarmed by goons you might have to step off your crane and help stomp for a
while, or drop safes on goons on the ground smashing them to little pieces. You
can also line up a safe in front of your crane to make it harder for goons to
get to you, and to have a safe already positioned so that you can quickly grab it
when the CFO is stunned.
When the light on the
CFO's head is flashing red you are really close to victory. At this stage in
the battle the red goons will usually be swarming and attack by gears more
frequent. But if you manage to get one more hit in, the CFO will retire and
your team wins the battle!!

The reward for beating the CFO are unite phrases. You find
these in your speedchat and when used they will give one of the following to
every toon within range when you say it: Toon-up, gag-ups and jellybeans. You
can carry 99 maximum of each type of unite.
Promotions
Every time you beat the CFO you earn a promotion giving you a
new disguise. You don't have to get new suit parts for these disguises, but you
will have to earn new cogbucks to battle the CFO again. When you reach the
Robber Baron suit, you will start to gain a laffpoint at some levels. You can
gain a maximum of 5 laff from beating the CFO. Below is a table showing you
how many cogbucks you need for each level and at what points you will get a laff.
When you reach level 50 Robber Baron, you will earn your last promotion and get a
key to the Headquarters so that you can fight the CFO whenever you want
without having to get bucks first.
| Suit |
Level
|
Cogbucks |
| Short
Change |
1 |
40 |
| 2 |
50 |
| 3 |
60 |
| 4 |
70 |
| 5 |
300 |
| Penny
Pincher |
2 |
60 |
| 3 |
80 |
| 4 |
100 |
| 5 |
120 |
| 6 |
500 |
| Tightwad |
3 |
100 |
| 4 |
130 |
| 5 |
160 |
| 6 |
190 |
| 7 |
800 |
| Bean
Counter |
4 |
160 |
| 5 |
210 |
| 6 |
260 |
| 7 |
310 |
| 8 |
1300 |
| Number
Cruncher |
5 |
260 |
| 6 |
340 |
| 7 |
420 |
| 8 |
500 |
| 9 |
2100 |
| Money
Bags |
6 |
420 |
| 7 |
550 |
| 8 |
680 |
| 9 |
810 |
| 10 |
3400 |
| Loan
Shark |
7 |
680 |
| 8 |
890 |
| 9 |
1100 |
| 10 |
1310 |
| 11 |
5500 |
| Robber
Baron |
8 |
1100 |
| 9 |
1440 |
| 10 |
1780 |
| 11 |
2120 |
| 12 |
8900 |
| 13 |
1100 |
| 14 |
8900 |
| 15 |
1100 |
| 16 |
1440 |
| 17 |
1780 |
| 18 |
2120 |
| 19 |
8900 |
| 20 |
1100 |
| 21 |
1440 |
| 22 |
1780 |
| 23 |
2120 |
| 24 |
2460 |
| 25 |
2800 |
| 26 |
3140 |
| 27 |
3480 |
| 28 |
3820 |
| 29 |
8900 |
| 30 |
1100 |
| 31 |
1440 |
| 32 |
1780 |
| 33 |
2120 |
| 34 |
2460 |
| 35 |
2800 |
| 36 |
3140 |
| 37 |
3480 |
| 38 |
3820 |
| 39 |
8900 |
| 40 |
1100 |
| 41 |
1440 |
| 42 |
1780 |
| 43 |
2120 |
| 44 |
2460 |
| 45 |
2800 |
| 46 |
3140 |
| 47 |
3480 |
| 48 |
3820 |
| 49 |
8900 |
| 50 |
KEY!! |
The Mints
In the Cashbot headquarters, you will also find 3 types of mints
where you can be sent in for different missions and also go to get
cogbucks. The layout of the mints is random, and, unlike the factory, you won't
know beforehand exactly how it is going to look inside. The cogs inside the
mints will always be between level 10-12, so it can be quite a challenge to do a
mint.
The most common strategy in a mint is to use sound as long as you can. If
you are facing a team of cogs where all are 10's - or half are 10's and the rest
are 11's usually one person will use a fog horn and the other members of your
team elephant trunks
(if you have a team of 4 toons with maxed sound). If you are faced with all 11's
you usually lure and then use other gags to kill the cogs.
In the mints there are restock barrels spread out so that you
can refill your supply of gags. However, what these barrels are is random so
sometimes you will find that the restock barrels are of very little use to you.
Depending on which mint you are in and how many gags you have used, you will have
to adjust your strategy in order to make it all the way through.
Since the mint layouts are random, you can never be quite sure
how many cogbucks you will earn. The coin mint, located to the left when you
entered the train yard, will contain approximately 16-28 cogs resulting in about
180 - 270 cogbucks. The dollar mint, in the middle of the train yard, have you
facing about 24-36 cogs giving you 250-470 cogbucks. The bullion mint, located
across the train yard to the left, contains approximately 36-44 cogs resulting
in 600-750 cogbucks. You can sneak by some of the cogs in a mint without having
to fight them, but if you are with somebody wanting cogbucks, they will most
likely want to engage all the cogs into battle. If you finish a mint during an
invasion, you will get twice as many cogbucks. If you are in the busy district
where invasions are being called often, you might find that your team members
want to wait for an invasion before killing off the last cogs in the mint.
Sometimes they will use speedchat to let you know that they need more cogbucks
to indicate that this is what they want.
.
Many of the rooms are made as little obstacle courses, requiring
you to jump on things to get to the next room. You might also find goons, lava
and stompers blocking your way so that you have to be careful of not getting
hurt while traveling through. Luckily, there are usually barrels with heals
located nearby so that you can regain some of your laff on the way.
If you want a closer look at some of the rooms inside the mint
and how to solve some of the puzzles in there you can follow the link below to
the next page.
Yes show me the spoilers!!
|