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Giggletoes
01-11-2010, 01:26 PM
Chief Justice Battle 101

The Chief Justice (CJ) boss battle can be fought by bigger, more experienced toons. You are not even able to obtain your suit parts until you have completed all of the Donald’s Dreamland tasks and have reached a base laff of 100 (excluding any laff received from fishing, racing gardening, or other boss promotions).

Toons entering the CJ boss battle must be brave and be willing to take a few hits. In the Guild v2.0™, we try our best to keep an eye on our teammates and keep them as healthy as possible, but you must be aware that in the Evidence Round, your teammates may have to concentrate on their battle duties rather than keeping everyone at full laff. As you become more familiar with the battle, your laff level comfort zone will probably get lower meaning you will wait longer to ask your teammates to stop what they are doing to toon you up.

There are three parts to the CJ Boss Battle which are discussed below in detail:

Part 1: The Cog Round


The CJ boss battle begins with a cog round. Warning! There are no small cogs to fight here! Unlike the VP and the CFO which both include a few level 1 – 7 cogs, all the cogs in the CJ battle are level 8 and above. It is important that you have a basic knowledge of gag strategy and can “do the math.” If you are not sure of which gag to pick in a particular situation, don’t hesitate to ask your teammates for guidance.

Part 2: Cannons


During this round, toons will be able to try to seat toon jurors. You will recognize the as shopkeepers. At the same time, cog jurors are flying in from the ceiling! It’s a contest to see who can seat more jurors—toons or cogs. The more toons that are seated on the jury, the lower the toon side of the scale will be at the start of the Evidence Round.

There will be one cannon per toon on the elevator. The youngest toon will be on the cannon closest to the CJ on his platform, and the oldest toon will be farthest away from him. The toons will be given 60 seconds to seat as many toon jurors as they can. Each toon is given 12 shots. (Tip: We have found that the best way to seat more toon jurors is to allow the cogs to completely fill up the chairs before anyone begins to fire. Get your cannon lined up and ready for your first shot but wait to begin firing until the timer only has 25 – 30 seconds remaining. This way the cogs will not have as much time to fly back out and take over the chairs again.)

Aiming Cannons: Align the middle of the right slant of your cannon with the center of a seat in the juror’s box. Then, move the top point of your cannon straight up so that it touches the bottom of the trim below the window behind the jury box. You are now ready to shoot your first juror on the bottom row at about 30 seconds remaining on the timer. Move your cannon up by clicking your up arrow 4 times so that the point now touches the line separateing the top and bottom windows then shoot at the seat on the top row.

As the timer counts down, the jury box is slowly moving back from the cannon line so you will need to adjust your cannon slightly upward as necessary after each shot to follow it back. This can be done by clicking the up arrow once before shooting again. To reshoot at the bottom row chair, go down three clicks and shoot. Chairs next to each other on a row are three clicks to the right or left.

Part 3: The Evidence Round


Very important note: The CJ battle, unlike VP and CFO, has a difficulty rating based on the average Cog Suit Level of the toons that loaded the elevator. It is during the Evidence round that the difficulty comes into play.

The easiest battle would be an elevator full of Bottom Feeder 1’s. In this battle, there will be 8 Cog Lawyers who throw evidence at the pan and at toons to trip them, 5 huge gavels which smash toons that get in the way, 38 pieces of evidence given at a time per toon, and no bonus weight is given regardless of the number of toons seated in the jury during the cannon round. (Keep in mind that the difficulty is low, but toons with these low suits may be very inexperienced.)

The hardest battle would be an elevator full of Big Wig 50’s. In this battle, the difficulty is at maximum. There will be 10 cog lawyers, 8 gavels, and only 22 pieces of evidence, BUT toons who seat more than one toon in the jury during the cannon round will be given a bonus weight on their evidence.

As the average suit size on the elevator increases, the number of gavels increases and the number of pices of evidence a toon can carry decreases. When the average of the suit sizes on the elevator reaches Big Wig 25, the 9th cog shows up in the evidence round.

Evidence: Evidence is the books that toons throw at the scale to lower it. They are much like pies in VP. In the low difficulty battles each piece of evidence (seen as POE in run reports) has a hit value of +1. As the average suit size on the elevator increases, so does the value of the POE’s. Elevators with average suit size of BW25 or higher also have bonus weight added to the POE depending on the number of jurors seated.

To throw evidence, you can use the insert or delete key, click your mouse on the evidence button at the top of your screen, use the “0” on the number pad (with NumLock on).

The scale in the middle of the courtroom has two sides. The side closest to the cog line is the cog side of the scale; the side closest to the jury box is the toon side of the scale. The goal of the evidence round is to get the toon side of the scale lowered to the bottom of the platform. In order to accomplish this, toons must throw their evidence at the pan on the toon side.

It is impossible to defeat the CJ without throwing evidence at the scale. When you have successfully hit the scale with your evidence, the pan will turn blue with a light brown dust cloud, while a missed hit results in a dark brown cloud of dust. If the pan does not turn blue, you need to adjust your position so that you can more effectively hit the pan.

Where should you stand to throw evidence? In the beginning of the evidence round, it is best to stand farther back near the jury box while throwing evidence at the scale. Later in the battle as you see your evidence start to fly over the scale rather than hit, move closer. Near the end, it may be necessary to stand very close. Watch more experienced toons to see where they stand. (Tip: Use the Tab key to widen your view as much as possible in order to be better able to see the cogs' evidence coming at you.)

While you are throwing evidence at the scale, it is very important that you avoid standing where a gavel may fall. See the attached diagram to help you become familiar with where each hammer falls. Again, watch more experienced toons to see where they stand.

During this round, not only must you avoid being smashed by gavels, you must also avoid the evidence thrown by the cog lawyers on the stun line. Each time you are tripped by a piece of their evidence, it cause you to lose 5 laff points, so be watchful!

It is helpful to know that the cogs all throw their POE at the same time, so if you watch only one cog, you can more easily anticipate their evidence coming at you and jump or move to the side to avoid it. (Tip: When the cog you are watching throws evidence, count to three then jump.)

Toon up: Like the pies in VP, a toon’s evidence can be thrown at a team mate to toon them up. The amount of toon up points increases as the difficulty increases. (Tip: To maximize your toon up points given, first click on a toon and open up there gag details before hitting them with evidence.)

If your toon is uncomfortably low on laff, make certain you ask for help! Other toons will run to your aid.

Bonus Weight: Bonus weight is given if there are 9 or 10 cog lawyers in the courtroom. If there are only 8 cog lawyers, no bonus weight is given regardless of the number of jurors a toon seats.

When there are 9 cog lawyers, a toon receives bonus weight equal to the number of toon jurors he or she seated minus 1. So if a toon seats, 3 jurors, he will receive a bonus of 2. If he seats 1 or 0 jurors, he will receive no bonus weight.

When there are 10 cog lawyers, a toon receives the amount of bonus weight equal to the number of jurors he or she seats. If a toon seats 4 jurors, he will get a bonus weight of 4.

Gavels: When the evidence round starts, it would be best if you looked around to note where the gavels are located and how many there are. They strike in a pattern, so try to figure out a safe route to get to the evidence stand and back to the scale or the cogs, depending on your job in the battle.

When the gavel slams down on your toon (or even if you touch one that is on the floor), you will lose 20 laff points, so tread carefully. Not even the handles are safe. If you touch a handle, you will be pushed down and will lose 2 laff points.

Stun Line: Stunning the cog lawyers serves three purposes: 1) It keeps them from throwing evidence to their side of the scale, 2) it keeps them from throwing evidence at toons to trip them, and 3) if they are all stun at the same time, a +10 toon up is given to all toons and toon evidence weight is doubled for 20 seconds.

When the lawyers are kept stunned as much as possible, toons are less likely to be hit and the scale goes down faster. In order to stun a cog lawyer, hit it with a piece of your evidence. (Tip: If you are wanting to stun, choose two or more cogs standing next to each other and rotate back and forth hitting them as they become unstunned. Be careful! If you hit a cog while it is still dizzy, your evidence will cause it to wake up! So, avoid hitting them too rapidly and avoid throwing evidence at cogs someone else is stunning.)

Stunning Cogs: A toon who is new to the CJ battle should start out by stunning only two cogs at a time. Position yourself between two Cogs on the line and back up until you can easily hit both cogs by hitting one, pivoting to the other then hitting it. Stand in place. There is no need to step up to each cog before throwing. Just tap the key you are throwing with then turn and hit the next cog.

As you get more practice, you will find that by positioning yourself correctly, you will be able to stun even 3 or more cogs using the pivot and throw method.

Stun Bonus: As stated above, if the cog lawyers are stunned all at the same time, a bonus is given for 20 seconds. A 20-second timer appears at the top right corner of your screen, and during this short period, evidence weight for toons is doubled. There can on be one stunning bonus per minute, but it is still important to keep stunning the cogs in order to spare your team mates from flying cog evidence and to keep the cogs from hitting their side of the scale.

Note: In some higher difficulty battles you go into, you may notice that the more experienced toons decide not to stun the cogs. Although stunning the cogs can serve the purposes stated above, stunning the Cogs is not necessary to win. In some higher difficulty battles, it may prove more effective for all of the toons to hit the scale with their heavier evidence. This is not always the case in low difficulty battles though!

CJ Attack: During the evidence round, the CJ occasionally jumps causing toons to fall down and lose 10 laff points. Just like in VP, toons can jump to avoid being knocked down. The CJ makes a siren-like buzzing sound right before he jumps. He also says the phrase “I find you all in contempt of court!” when he is getting ready which is helpful for those who play without game sound. There is a buzz then a couple seconds later a "swoosh" sound as he is actually jumping; to time your jump just right, jump while you hear the swoosh. (Tip: If you hear the pre-jump sound or see the "contempt phrase", turn toward the CJ and jump when he jumps until you are more comfortable with the rhythm of the sounds.)

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