Ghost cube

Jammaers

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Joined
May 31, 2016
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14
So i was solving my ghost cube and all the centre pieces came off, idk which one goes where does anyone know a website where i can find that?
 
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Solve it as a ghost void cube? Or just look up a picture of that model of ghost cube and guess. I like the first idea.
I just started solving ghost cubes yesterday, solving a void ghost cube will be really hard xD, also its messed up so i cant really look for a picture
 
I just started solving ghost cubes yesterday, solving a void ghost cube will be really hard xD, also its messed up so i cant really look for a picture
I've never solved a ghost cube, so you're ahead of me, but if you found a picture would you be able to look at the shape of the corners that you have and the shape of the corners in the picture to figure out relative position?
 
If i knew what center pieces go against each other (so like orange,red. blue,green) i would be able to place them but i cant find anything about this
 
If you can find a picture of the solved cube and place 2 or 3 corners you might be able to place the rest on the basis that the other corners have facets that are on other faces of a cube (parallel or perpendicular to faces of the centers already placed).
 
found one and i can solve it now i think, thanks a lot!

Edit:
Now for some reason two corners are swapped around and now i cant fix it, do you know why or does anybody else know why?
 
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found one and i can solve it now i think, thanks a lot!

Edit:
Now for some reason two corners are swapped around and now i cant fix it, do you know why or does anybody else know why?
That's so-called 'void cube parity'. Easiest way to solve it is just to swap the unsolved pieces, but you can also rotate the centers in any middle layer ('rotate' meaning to take the centers off and put them on the adjacent side, like you're turning the slice without moving the edges).

It happens because rotating the centers in a layer one turn is the same as rotating the edges, which means it's a direct cycle of an even number of edges, which you can't do. That gives you PLL parity.
 
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