Mighty Mountain — Bonus Features
Every Mighty Mountain feature laid out — Hold & Respin, Coin Boost, Mighty Reel, Extra Spins and both Buy Bonus tiers.
How Each Feature Pays
Trigger, mechanics, multiplier ceilings and where each one is worth your money. New to the reels? Start with the Mighty Mountain how-to-play guide.
Hold & Respin
How to Trigger
A green, red or blue cash symbol landing in the base game can randomly start the matching feature. One spin can set off one, two or all three.
What Happens
Every cash symbol from the triggering spin turns into a bonus orb carrying the same prize and locks until the round ends. From there the grid stops paying lines — each cell spins as its own reel and only cash symbols can appear. A new symbol locks and resets the respin counter to whatever value the active feature set. A respin with nothing new takes one off the counter. The round ends at zero respins or when every cell is filled, and the sum of every prize on screen is paid out.
Multipliers
Cash symbols carry printed values of x0.5, x1, x2, x3, x4, x5, x8, x10, x12, x20, x25, x30, x35 and x50 the bet, plus three fixed prizes: Mini x15, Minor x40 and Major x200. Filling every position adds a x1000 Grand.
Strategy
The trigger is random per cash symbol, so nothing about your stake or timing changes how often you get in — the rules say so outright. What you can control is how long you sit. The payout is the sum of a lot of small values, and the fat rounds are the ones where a feature keeps the counter alive long enough to reach the Grand. A round that stalls on six locked symbols pays maybe 30x; the same round that reaches a full grid pays those symbols plus another x1000 on top.
| Trigger | A cash symbol, at random |
| Base Respins | 3 (4 with Extra Spins) |
| Reset | Any new cash symbol |
| Full Grid | x1000 Grand on top |
| Fixed Prizes | x15 / x40 / x200 |
Coin Boost (Green Tiki)
How to Trigger
Chance to fire whenever a green cash symbol lands in the base game.
What Happens
Coin Boost opens with 3 respins. During the round, cash symbols already on the grid can be randomly increased — the boost values run x2, x3, x5, x10, x15, x20, x25, x30, x40, x50, x60, x75 and x100 the bet. Boosted symbols are shown as a brighter orb. The three fixed prizes — Mini, Minor and Major — are excluded and cannot be raised.
Multipliers
Random increases from x2 up to x100 the bet, applied to individual cash symbols rather than the round total.
Strategy
This is the feature that turns a mediocre grid into a real payout, because it works on values already locked rather than on what lands next. A Coin Boost round that starts with eight symbols on screen is worth far more than one that starts with three — the boost simply has more to work on. It is also the feature most likely to fire alongside another, and Coin Boost plus Mighty Reel is the combination worth waiting for: one doubles the space, the other inflates what fills it.
| Tiki | Green |
| Initial Respins | 3 |
| Boost Range | x2 to x100 bet |
| Excluded | Mini, Minor, Major |
| Visual | Brighter orb |
Mighty Reel (Red Tiki)
How to Trigger
Chance to fire whenever a red cash symbol lands in the base game.
What Happens
Mighty Reel awards two 5x3 matrices with 3 initial respins each. An additional reel matrix is added at the start of the bonus and your cash symbols are copied onto the matching positions there. After that the two grids behave completely independently for the rest of the feature, and both contribute to the final total.
Multipliers
No multiplier of its own. The value is in doubling the landing space — and in the fact that filling both grids awards two x1000 Grands rather than one.
Strategy
This is the single biggest driver of the top end. Fifteen cells at typical cash values plus one Grand does not get close to the ceiling; thirty cells and two Grands does. Without the second matrix there is simply not enough room on a 5x3 board to reach the cap, which is why the Super Bonus — the only buy that guarantees it — exists at all. Pair it with Coin Boost and the round has both the space and the values to matter.
| Tiki | Red |
| Effect | Two 5x3 matrices |
| Respins | 3 on each grid |
| Copy | Locked symbols duplicated |
| Both Filled | Two x1000 Grands |
Extra Spins (Blue Tiki) & Buy Bonus
How to Trigger
Extra Spins has a chance to fire whenever a blue cash symbol lands. The Buy Bonus is a menu purchase, where local rules allow it.
What Happens
Extra Spins starts the hold and respin round on 4 respins instead of 3, and the counter resets to 4 every time another cash symbol lands. The Buy Bonus comes in two tiers: the standard Bonus at 60x the bet guarantees at least one random feature is active, and the Super Bonus at 150x guarantees all three fire together — Coin Boost, Mighty Reel and Extra Spins on the same round.
Multipliers
Extra Spins adds no multiplier; it adds survival time. Buy RTP is 97.05% on the standard Bonus and 96.83% on the Super Bonus.
Strategy
Both buys actually return more than the base game on the build Bragg demos, which is unusual and worth knowing — 97.05% and 96.83% against 96.53%. That makes the cheaper 60x Bonus the better-value ticket on paper, and it still guarantees a feature. The Super Bonus at 150x is the only realistic route to the 2,300x ceiling because it is the only way to guarantee Mighty Reel, but it is also 150 bets gone in one click. Budget so a run of losing buys does not end the session, and remember that neither buy changes what the cash symbols are worth.
| Tiki | Blue |
| Extra Spins | Starts on 4 respins |
| Bonus Buy | 60x — 1 random feature |
| Super Bonus | 150x — all 3 features |
| Buy RTP | 97.05% / 96.83% |
Buy Feature Options
| Option | Cost | RTP | Risk |
|---|---|---|---|
| Bonus — at least 1 feature | 60x | 97.05% | Medium |
| Super Bonus — all 3 features | 150x | 96.83% | High |
Try the Features in Demo
Test the bonus mechanics for free — no registration needed. New here? Start with how to play Mighty Mountain first.
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