| Chief Executive Officer|
|Statistics based on attack damage.|
|Preceded by:||Succeeded by:|
- “Hrrrmmpph. When I need a job done right... I'll do it myself.”
- ―Chief Executive Officer
The C.E.O. possesses a Skelecog-like head and is dressed in golfer's attire that seems to be bolted to his body. Like the other bosses, his lower body is a tank with a hatch on the front and one on the behind, although we never see this open. Like the Vice President, he has two sets of eyes and teeth, one on the left side and one on the right side. This is hard to see though, as he does not have an actual head. Instead, lightbulbs and jaws are sticking out of his neck, some of which resemble golfing clubs. His attacks are heavily based on golf.
The C.E.O. battle starts with the introduction of Good ol' Gil Giggles, who explains that the C.E.O. is hosting a banquet at the time of the boss battle, and they are going to infiltrate it. To do so, however, they require a different suit from the ones they are wearing to dress up as a waiter. Good ol' Gil Giggles then explains that they can convert their suits into becoming waiters by using the parts from the waiter Cogs inside the kitchen. This kicks off the first round.
Round 1 - Waiters
The first round consists of waiter-suited Version 2.0 Cogs, meaning they explode into a Skelecog version of themselves after being "destroyed"; every Cog fought in this battle (with the exception of the C.E.O. himself) is a Version 2.0 Cog. The Toons in the battle face off against thirty Cogs collectively, meaning both sides contribute to the amount of Cogs defeated. The Cogs in this round range from level 9 to level 12, so Cogs in the round can spawn as either a Downsizer, a Head Hunter, a Corporate Raider, or a The Big Cheese.
Assuming all Toons have Sound, a good strategy to follow in this round is to allow each individual Toon of the group to use one Foghorn combined with three Elephant Trunks being used by the other Toons. The Toon that starts off with a Foghorn at the beginning of the battle is usually on the far left of a person's computer screen, and then continue from left to right. This is good for preserving Sound, as Toons will run out of Sound very quickly if they use 2 or 3 Foghorns (depending on the level of Cogs they are facing). Once all of the Cogs are defeated, the Toons merge into their waiter suits. The C.E.O. comes in from the banquet room and tells the Toons to get a move on. The Toons then move into the banquet room, and the second round begins.
Round 2 - Feeding
The second round consists of a large banquet room with tables in which Cogs are seated. The Cogs seated at these tables can either be a Corporate Raider or a The Big Cheese, depending on the tier (see below for information on how the tier system works). Toons are given 300 seconds, or in other words, 5 minutes, to defeat all of the Cogs that are seated. To do this, Toons must pick up oil cans carried into the room by conveyor belts that are at the side. These oil cans are supplied by Good ol' Gil Giggles, and will cause a Cog to explode after successfully eating three oil cans. Toons pick the oil cans up by bumping into them whilst they are on the conveyor belt. Then, they are given to the Cog by bumping into any seated Cog that isn't currently eating. An oil can icon will appear above a Cog's head to signify their current state of eating, along with a dark line indicating how close they are to finishing.
Once a Cog finishes eating an oil can, they will become hungry once more. When a Cog is hungry, a pink stomach icon will appear above their head, with a dark line indicating how close they are to becoming enraged, as well as the Cog waving their hand in the air. If they are not fed in time, they will become enraged. When they are enraged, they will require another three oil cans to destroy them, regardless of how many oil cans they were fed before. An angry Cog can be distinguished by the yellow lightning bolt above their forehead, as well as the Cog visibly pounding the table in frustration. When a Cog has successfully been fed enough times, they will leap into the air and explode, like they normally do in a battle. Regardless of whether all Cogs were destroyed or not, this round will automatically end once 5 minutes have passed, starting the third round.
Round 3 - Banquet battle
The length of the banquet battle depends on how many Cogs are left over from the feeding round. The round starts with both groups facing off against a single level 12 Version 2.0 The Big Cheese. Once this Cog is defeated, two things may occur; if all Cogs were destroyed in the feeding round, the fourth round will begin instantly. If there are still Cogs remaining from the feeding round, they will fly in, and Toons will have to battle them as well. This puts more emphasis on taking out Cogs as quickly as possible in the feeding round, as Toons will be short on gags by this point, making this round tougher to deal with without the aid of restock SOS cards and unites. Once all Cogs defeated, the fourth round will then begin.
Round 4 - The C.E.O. battle
The final round consists of the battle against the C.E.O. whom insists that he needs to fight for himself if he wants a job done. The Toons battle against the C.E.O. with use of seltzer bottles placed on the tables that Cogs were once seated at. If you run into a table, you will jump onto it, unless it is already occupied by another Toon, or is flattened due to the C.E.O. rolling over it. When on a table, holding control will build up the power of the seltzer bottle.
The seltzer bottle has three charges; low, medium and high. Low charge is indicated by the bar at the bottom being a light blue. When hit by a low charge, the C.E.O. will only take 2 points of damage. When the bar is yellow, the charge is medium. Medium charge does 4 points of damage to the C.E.O.. This charge is the ideal one to use, as its range is easy to get without overshooting, it doesn't take long to wait for medium charge and does moderate damage. High charge is indicated by the bar turning red, and does 6 damage to the C.E.O.. While stronger, the window between this charge and overcharging is very small, so Toons only have a split-second to get this charge. If they overshoot a high charge, the seltzer bottle will overcharge, and won't fire at all, meaning the Toon will have to rebuild the charge.
The C.E.O. has a wide array of attacks, all of which can be very deadly if underestimated:
- Fore! - The C.E.O. grabs a golf club and swipes with it, causing waves of giant, semi-transparent golf balls to be shot around him in a pattern, each targeting a Toon. Those who are using the seltzer bottles or the golf balls can avoid this attack by jumping off. Others can dodge by simply walking out of the way.
- Throw Gears - The C.E.O. throws small projectile gears at the Toons as if they were shurikens.
- Swinging - The C.E.O. swings his club at a nearby Toon and fires smaller golf balls in a stream towards the Toon. All of these attacks will aim towards where the Toon was when he threw the attack. In other words, if the C.E.O. turns to throws gears at a Toon who is standing by the door to the banquet room and the Toon moves away from the door before the C.E.O. throws the gears, he will still throw them at the door.
Like all other bosses (excluding the Chief Justice), Toons will also take damage from the C.E.O. if they bump into him. He can also damage Toons by rolling over them while they are on a table. If he does this, the Toon will be flattened, alongside the table, rendering it unusable for a short period of time. The Toon will also be unable to move until the C.E.O. moves off of them, at which point they will pop back up in 2 or so seconds.
Unlike the other bosses, the C.E.O. has two "pinch" phases which he can enter should the battle take too long.
- Reorganize - This phase is initiated 20 minutes after the round starts, and is indicated by the C.E.O. saying "It's time to reorganize.", which allows him to deal 19 damage and destroy one conveyor belt. This is visible through his golf club as well, which will turn a bright green color.
- Downsize - This phase is initiated 30 minutes after the round starts, and is indicated by the C.E.O. saying "Now let's downsize.", from which point he will deal 30+ damage and destroy another conveyor belt. Toons will no longer be able to Toon-Up themselves beyond this point without the use of a Toon-Up unite. This phase is visible through his golf club, which will change from bright green to red.
When the C.E.O is defeated, he will spin around rapidly and confirm the Chairman's unhappiness of the scenario, at which point he will then demote to a Flunky. Toons will dance in celebration of their victory, and their gag experience and ToonTask progress will be tallied up. Good ol' Gil Giggles will congratulate the Toons, and award them their pink slips, and if the Toon is high enough on their Cog suit, a laff boost. The Toon will then teleport back to Donald's Dock, as the battle officially ends.
Like the Chief Justice battle, the C.E.O. works on a tier system. Depending on the average level of the Toons' Cog Disguises entering the battle, the amount of pink slips awarded and the number and type of Cogs seated during the second round may vary. The average is worked out via the following formula:
- The level of Cog Disguises going into the battle ÷ The number of Toons in the battle
For example; if eight level 1 Flunkies enter the battle, the outcome average will be level 1, since the data from this would be
- 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 ÷ 1
This equation results in the answer 1, which is the identifier for a level 1 Flunky-tier C.E.O.
The Cog value depends on the suit, but this is not simply determined by level. Each suit and level has its own unique value. The value can be easily determined via n + 1, where n is how many promotions a Toon has had totally. For example, a level 1 Flunky has a value of 1. If one were to go from level 1 Flunky to level 3 Yesman, they would require a total of 10 promotions. This amount is added on to the value of 1, resulting in a value of 11, which is that of level 3 Yesman.
The C.E.O. battle has 5 tiers, all of which affect how the banquet room is laid out.
- Tier 1: This tier is chosen if the average Cog level is between and including a level 1 Flunky, and a level 4 Micromanager (a Cog Disguise value of 16). In this tier, the Cogs seated are all level 11 Corporate Raiders. There are 8 tables, with 4 Cogs at each table, resulting in 32 total Cogs. One pink slip is awarded in this tier.
- Tier 2: This tier is chosen if the average Cog level is between and including a level 5 Micromanger (a Cog Disguise value of 17) and a level 8 Corporate Raider (a Cog Disguise value of 32). The Cogs seated are switched to level 12 The Big Cheeses. There are now nine tables with five Cogs seated at each one, resulting in 45 total Cogs. Two pink slips are awarded in this tier.
- Tier 3: This tier is chosen if the average Cog level is between, and including a level 9 Corporate Raider (a Cog Disguise value of 33) and a level 19 The Big Cheese (a Cog Disguise value of 47). All Cogs are Corporate Raiders, and there are ten tables, with six Cogs seated at each one, resulting in 60 Cogs in total. Three pink slips are awarded in this tier.
- Tier 4: This tier is chosen if the average Cog level is between, and including The Big Cheese being level 20 (a Cog Disguise value of 48) or level 34 (a Cog Disguise value of 62). The Cogs in this tier are all The Big Cheeses. There are eight tables in this tier, with eight Cogs seated at each, resulting in 64 Cogs in total. Four pink slips are awarded in this tier.
- Tier 5: This tier is chosen if the average Cog level is a level 35+ The Big Cheese (a Cog Disguise value of 65+). All Cogs are The Big Cheeses. There are now thirteen tables with five Cogs per table, resulting in 65 total Cogs. Five pink slips are awarded in this tier.
Name of origin
The Chief Executive Officer is the position of the most senior corporate officer (executive) or administrator in charge of managing a for-profit organization.
- The C.E.O. is (currently) the strongest Cog in the game.
- When the C.E.O. is defeated, he is demoted to a Flunky and then a new Cog is promoted to take his place.
- The CEO was originally supposed to be on a golf cart in Toontown Online, but the idea was scrapped from development.
- In Toontown Online, the golf balls hardly ever attempted to slow down the C.E.O., making most members of the community believed this was a bug. However, according to Hawkheart at OMG!Con 2016, you had to spend hours trying to slow the C.E.O. down, which is why it has been sped up in Toontown Rewritten to the point where it is very easy to slow the C.E.O. down.
- The C.E.O. was the final boss to be released on Toontown Rewritten, after members of the Toontown community managed to discover the secret coordinates leading to Bossbot Headquarters, as part of an ARG.
- The cutscenes of the entire C.E.O. battle were recreated by rewriting and adding more to all of Good ol' Gil Giggles' speeches, rewriting two of the C.E.O.'s speeches, and implementing an animation where the C.E.O. spins around after being defeated.
- The C.E.O. boss battle is the only battle where the Toons do not meet the boss almost immediately after they reach the area where the boss is fought in. The Toons do not meet the C.E.O. until after the first round is completed.
- The C.E.O. boss battle has the most rounds out of any boss battle in Toontown, having four rounds as opposed to three for the Vice President and the Chief Justice, and two for the Chief Financial Officer.
- The C.E.O appears to be rather intelligent, as he'll shut off the conveyer belts that Toons use to grab snacks for laff points, if the battle continues for a long period of time.
- The C.E.O. is the only boss that does not produce Cogs from its undercarriage during battle. However, it is unknown whether or not he produces Cogs at all.
- There is a bug in the golfing system related to multiple Toons golfing. If two Toons golf simultaneously, the golf ball shot out earlier would disappear, while the golf ball shot out later stays. Therefore, it is not recommended that multiple Toons golf at the same time.
- Due to Version 2.0 Cogs exploding into Skelecogs when their outer shell is defeated, this is the only place where Downsizer Skelecogs can be found outside of a Mega-Invasion or other methods of spawning one.
- This is the only boss battle where Cogs, in the banquet, communicate with each other to discuss "boring" business. An update on May 16, 2017 implemented the new dialogue.
- The update unfortunately introduced a terrible bug, causing Toons to gain a distorted view of the game whenever they were run over by the C.E.O.. Toons who witnessed such a scenario entered the Grey, and wouldn't be able to do anything interactive until they log out. This bug had since been fixed in another update on June 12, 2017.
- Because the elevator leading to the C.E.O. battle is notably small, some Toons would always clip through the walls in groups of eight.
|Bossbots||Flunky • Pencil Pusher • Yesman • Micromanager • Downsizer • Head Hunter|
|Corporate Raider • The Big Cheese||Chief Executive Officer|
|Lawbots||Bottom Feeder • Bloodsucker • Double Talker • Ambulance Chaser • Back Stabber • Spin Doctor|
|Legal Eagle • Big Wig||Chief Justice|
|Cashbots||Short Change • Penny Pincher • Tightwad • Bean Counter • Number Cruncher • Money Bags|
|Loan Shark • Robber Baron||Chief Financial Officer|
|Sellbots||Cold Caller • Telemarketer • Name Dropper • Glad Hander • Mover & Shaker • Two-Face|
|The Mingler • Mr. Hollywood||Vice President|
|Special|| Goons • Skelecogs • Virtual Skelecogs • Version 2.0 Cogs|
Director of Ambush Marketing • The Chairman