|Cooldown change:||−3 mins|
|Burner effect:||+3 bottles|
|Assembled, not bought|
|Refund value:||(0 £)|
The Cube is the most powerful emblema of the occult. It is the endless source and keeper of the mysticist knowledge of magic. The Cube is one very powerful trap to help summon and catch some very special ghosts who defy all other powers known to S.C.O.T.C.H agents.
The Cube mechanism gives your setup the following stats in addition to its raw and mystic power:
- a three-minute reduction in your hunting cooldown time (−3 mins)
The Cube also gives you the following (usually considered negative) changes to your setup:
- a three-bottle increase in the amount of bait used (burner +3)
Efficiency (bait usage)
The Cube is a burner that uses three additional bottles of bait for each hunt.
You can combine the Cube 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 Cube 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 Cube. They tend to see burner components as an occasional necessary evil.
Others will use Nessy's Golden Reserve or mocktails with the Cube 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 Cube.
You must have at least 50,000,000 XP to be able to assemble The Cube.
The Cube 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]].
You must collect the following mechanism blueprints/schematics to be able to assemble The Cube mechanism in the Q-Section at S.C.O.T.C.H. HQ:
|Mechanism part||Ghost||Strategy notes|
|Thoth ghost|| All of these ghosts can be found throughout Virtual Scotland, in the Summoning room. |
Use a techie glyph in the Summoning room to attract these ghosts.
|Earth demon ghost|
|Web wizard ghost|
The Cube 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 arcane 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 vampire lords and ladies, you want to focus on adding some sanguine scent to your setup.
- If you are trying to attract secret ghosts visible in rr light, then you want to add rhombus red light to your setup.
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.
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