Suck-o-matic 1971

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Suck-o-matic 1971
Mechanisms-Suck-o-matic 1971.jpg
Traditional mechanism
Attribute icon-Raw power.png    Power: 210 
Mystic power    Mystic power: 15 
Attribute icon-TSC.png    Cooldown change: −2 mins 
Burner    Burner effect: +2 bottles  
 Trapdoor stat     Trapdoor chance: 5% 
Oblivion     Oblivion: +7 mins 
Nerves of steel    Nerves of steel: 2  
Security measures    Security measures: 7  
 Odd odor     Odd odor: −3  
 Malty mist     Malty mist: −3  
 Sanguine scent    Sanguine scent: −3  
Valiant vapor    Valiant vapor: −3  
 Gold dust   Gold dust: −3  
Attribute icon-XP.png    XP required: 2,600,000 
Attribute icon-Costs.png Assembled, not bought

Attribute icon-Costs.png Refund value: (0 £)



The Suck-o-matic 1971 is a traditional mechanism.


The Suck-o-matic 1971 mechanism gives your setup the following stats in addition to its raw and mystic power:

Efficiency (bait usage)

The Suck-o-matic 1971 is a burner that uses two additional bottles of bait for each hunt.

You can combine the Suck-o-matic 1971 with other burners or anti-burners to adjust the number of bottles you will use each hunt.

Burner use and strategy

Dealing with the burner aspect of the Suck-o-matic 1971 is a perfect example of the kinds of choices and trade-offs you must make throughout Virtual Scotland.

There is no correct answer — there is simply the choice that benefits your current goals the most (or the choice that minimizes the amount of pain you feel watching bait disappear). It's all a matter of taste and your current goals.

Many people prefer to use cheaper bait with the Suck-o-matic 1971. They tend to see burner components as an occasional necessary evil.

Others will use Nessy's Golden Reserve or mocktails with the Suck-o-matic 1971 in their setup, because they are trying to capture a ghost that requires more raw power, more mystic power, or more something to catch than is otherwise available. Again, this is purely a matter of taste.

Only you know what is most important to you in Ghost Trappers right now, and that is probably the most important factor to consider to help you determine the best strategy for your own use of the Suck-o-matic 1971.

Additional information


The Suck-o-matic 1971 mechanism can be assembled in the Q-Section outpost of S.C.O.T.C.H. HQ in all normal, non-raiding locations (including all AV locations, and all spider den and trapdoor locations) once you have acquired the necessary blueprints (see below for details on acquiring the blueprints).


The Suck-o-matic 1971 is a traditional trap mechanism.


The Suck-o-matic 1971 is part of the Suck-o-matic family of mechanisms.

Mechanism blueprints

You must collect the following mechanism blueprints/schematics to be able to assemble the suck-o-matic 1971 mechanism in the Q-Section at S.C.O.T.C.H. HQ:

Blueprint part Ghost Region Location Strategy notes
Blueprints-Suck-o-matic 1971 1.jpg        
Suck-o-matic 1971 1/4
Dart ghost Strathclyde Digital room, the location at the end of a trapdoor
from Castle McDonohan
Blueprints-Suck-o-matic 1971 2.jpg        
Suck-o-matic 1971 2/4
Digital Nessy
Blueprints-Suck-o-matic 1971 3.jpg        
Suck-o-matic 1971 3/4
Spongeboss Blood plasma Rhombus red light
Blueprints-Suck-o-matic 1971 4.jpg        
Suck-o-matic 1971 4/4
Starsign Nessy Blood plasma Rhombus red light


The suck-o-matic 1971 mechanism can be modified by negotiating a contract with one of the contracts listed below.

All of these contracts are designed specifically to work with traditional mechanisms.

In addition to these contracts, you can also use any of the contracts that are designated as magic circle contracts. Those contracts can be used with all types of trap mechanisms.

How to decide which contract you want to use

There are a lot of different contracts you can use. Each contract has a different combination of stats. Use the contracts compared page to see how all the contracts stack up in terms of specific stats.

Each stat does one specific thing to your setup ... to play the game successfully, you need to figure out which set of contract stats will help you meet your goals.

That means ... you have to figure out which stats are most important !


  • If you are trying to attract low-level monsters to your Suck-o-matic 1971, you might want to use a contract that has anti-stats for malty mist, sanguine scent, radioactive rays, odd odor, galaxy glow, and/or gold dust.
  • If you are trying to attract secret ghosts visible in rr light, you might want to use a contract that has anti-stats that reduce the amount of beta-ray blue, gauss-green, infrayellow, ultraviolet, and vintage attraction in your setup.

Stats page

The stats page gives you a quick definition for every stat and links you to the stat's own page.

Each stat's page lists all the equipment that can add that particular stat to your setup.

The contracts compared page

So once you know what stats are most important to you at the current time, check out the contracts compared page. It allows you to sort on its columns—so you can sort each stat from low to high, and then from high to low. You can see which contract that you own will be most helpful to you. You can also see what other contracts might help.


Your mechanism and contract stats will be combined with all the stats from other kinds of equipment in your setup.


  • 20 July 2018: The Suck-o-matic 1971 mechanism first appeared, in outline form, in the office at S.C.O.T.C.H. HQ.
  • 6 August 2018: The first blueprints/schematic parts for the Suck-o-matic 1971 mechanism were dropped as loot.

See also

You might also be interested in looking at:

Personal tools
Equipment stats