As an agent advances in GT, new locations will become available. The requirements for a new location will vary, but most of the time there will at least be a minimum XP and a one-time travel fee required. In addition to XP and money, sometimes an agent must acquire a certain item to unlock a location.
You must pay a travel cost the first time you travel to most new locations (exceptions are raid locations and special event locations). Once you have made this travel payment, you may travel freely among your current location and all other locations you have unlocked, plus any raid locations and special event locations you are eligible for.
Prior to 29 November 2009, you had to pay each time you traveled to any other location. The current travel system was put in place on that date.
Agents will require certain items in order to travel to different locations in Virtual Scotland. Depending on where they are trying to travel to for the first time, the travel tokens required will vary.
Within each region — Dumfries and Galloway, Borders, and most of Strathclyde, Lothian, Fife, Central and Tayside — agents can advance to the next location by meeting the minimum XP requirements and by paying a one-time travel fee. A few locations require a more-specialized travel token as described below:
There is no ticket needed to travel to region 6, Central.
|Ticket to Borders||A ticket to Borders is a type of ghost loot that enables you to travel to Region 2 Borders.|
|Ticket to Strathclyde||A ticket to Strathclyde is a type of ghost loot that enables you to travel to Region 3 Strathclyde.|
|Ticket to Lothian||A ticket to Lothian is a type of ghost loot that enables you to travel to Region 4 Lothian.|
|Ticket to Fife||A ticket to Fife is a type of ghost loot that enables you to travel to Region 5 Fife.|
|Ticket to Tayside||A ticket to Tayside is a type of ghost loot that enables players to travel to the first locations in Region 7, Tayside.|
To travel to unlocked regions, simply click on the picture of a location in the region your ticket is for (assuming that you have sufficient XP to travel there!) and confirm that you want to go to that location. After travelling, your ticket stays in your inventory. It allows you to travel back and forth between that region and all other regions.
Agents must always keep one ticket for each region in their inventory, so that they can continue to ride the trains to those regions.
Excess tickets (beyond the one saved) to travel to all locations can be traded:
You cannot use the tradepost to trade tickets.
In addition, agents can use the ticket trader in the S.C.O.T.C.H. HQ office to trade extra tickets to Borders, tickets to Strathclyde, tickets to Lothian, and tickets to fife for mixers. Each ticket type has a specific set of mixers to trade for—one ticket for one mixer.
Other travel tokens
Once you have reached the rarefied atmosphere of regions 4 and 5 (Kirkyard and Fife) and beyond (region 6, Central) and (region 7, Tayside), you often need additional equipment to reach more specialized locations.
Specific items are necessary to unlock and open doors or enable travel between levels and/or specialized sub-locations, beginning in Kirkyard. There are plenty of locks or other mechanisms to keep the unwitting, the unwary, and the unprepared out of dangerous places.
Regular location keys
Except for the trapdoor openers described in the next section, you can use your travel token to gain access to a location or level by simply click on the picture of the location in the region/locale that your travel token is for and confirm that you want to go to that place. After traveling, the travel token stays in your inventory. It will always be in your Inventory to allow you access to the area in the future.
Travel to the Dark Dimension, once you have acquired the Miskatonic library pass, is triggered by the amount of trapdoor in your setup and you being in a location that opens that trapdoor (currently, only Duke Leyton Library. Once again, the Miskatonic library pass stays in your inventory to allow you access through the trapdoor to the Dark Dimension again in the future.
Travel to the Treasure trove, once you have acquired the golden headstone, is triggered by the amount of trapdoor in your setup and you being in a location that opens that trapdoor (currently, only Dormont Cemetery. Once again, the golden headstone stays in your inventory to allow you access through the trapdoor to the Treasure trove again in the future.
Travel to the Fairy pools, once you have the emerald sword in your inventory, is triggered by the amount of trapdoor stat in your setup and by you being in Phantom Castle, the home to that trapdoor. The emerald sword stays in your inventory to allow you to travel to the Fairy pools again in the future.
Travel to the Football Stadium was only available during World Cup 2018 (and a few days afterwards) and required both having the football ticket in your inventory and being located in Loch Muir (Borders).
Travel to the Raven ruins, once you have the raven key in your inventory, is triggered by the amount of trapdoor stat in your setup. In addition, you must be in Dormont Cemetery to fall through that trapdoor.
Travel to the Digital room, once you have the adventure key in your inventory, is triggered by the amount of trapdoor stat in your setup. In addition, you must be in Castle McDonohan to fall through that trapdoor (once it has opened).
Agents are not able to trade any of the location-specific travel tokens.
You may receive multiple copies of some tokens (because of mission rewards, etc.), but only one token of each type is kept in your inventory.