Oxygen 3 — Bonus Features

Every Oxygen 3 feature laid out from ELK's own rule sheet — Oxygen Bubbles, the three Clams, the special wilds, and the X-iter buy menu.

All Features

Oxygen Bubbles & Multiplier Strike

How to Trigger

A winning symbol is cleared from a grid position, or Multiplier Strike fires before a drop.

What Happens

The first time a winner is removed from a position, an Oxygen Bubble activates there and counts as x1. Every further removal over that same bubble doubles its value — x2, x4, x8, and up. Bubbles are not affected by gravity, so they stay anchored while symbols fall through them, and in Bonus mode every bubble and its value survives from one bonus drop to the next. Multiplier Strike sidesteps the grind entirely: it can place whole clusters of bubbles complete with multipliers onto the grid before the symbols even drop, and it can fire in any symbol drop or bonus drop.

Multipliers

Starts at x1 on activation and doubles on every repeat clear of the same position. ELK publishes a 33% hit rate for the game but no Multiplier Strike frequency.

Strategy

Bubble value is a function of chain length, so the drops worth watching are the ones that keep refilling. In Bonus mode the bubbles persist across drops, which is why the deep multipliers live there rather than in base play.

Startx1 on activation
GrowthDoubles per repeat clear
GravityBubbles stay put
In Bonus modePersist across drops
Hit rate33% of drops

The Clam — Pearl, Squid, Starfish

How to Trigger

The Clam symbol is a Wild. If it forms part of a winning cluster it opens straight after win evaluation.

What Happens

One of three things happens. The Pearl picks a single payout symbol, makes every copy of it sticky along with any feature symbols, then redrops everything else; the cycle keeps going while more of that symbol or more Wilds land, and ends with a full win evaluation. The Squid generates a Wild on its own square, moves to a new square and does it again, repeating until it leaves the grid. The Starfish rotates to face a horizontal, vertical or diagonal line, strips the payout symbols along it, activates any feature symbols in the path, raises the multiplier at its final position, and loops until it turns into a Wild.

Multipliers

Only the Starfish touches multiplier values directly — it raises one at the end of each pass. ELK publishes no trigger rate for the Clam.

Strategy

Squid and Starfish both feed the bubble chain, one with Wilds and one by clearing cells. Pearl is the slow burner — a long redrop cycle can resolve into a single enormous cluster.

Types3 (Pearl, Squid, Starfish)
Clam itselfAlso a Wild
PearlSticky symbol + redrops
SquidPlants Wilds, then moves
Guaranteed at25x (Clam Chowder)

Special Wilds & Big Symbols

How to Trigger

An Exploding or Blaster Wild lands in a winning cluster, or is caught by another blast.

What Happens

The Exploding Wild waits until no more winning combinations appear, then removes every payout symbol inside two cone-shaped areas — either up and down, or left and right — forcing a refill. The Blaster Wild converts payout symbols in a Plus or X pattern into identical symbols; anything hit by a second blast becomes a Wild instead. Both can be set off by each other, by a Starfish, and by their own kind, so one landing can chain into several. Separately, symbols of size 2×2, 3×3 and 4×4 may appear in any drop, and each counts as all the 1×1 cells it covers when a cluster is measured.

Multipliers

These Wilds carry no multiplier of their own, and ELK publishes no landing rate for them. Every cell they clear is a cell that can activate or double an Oxygen Bubble.

Strategy

Their real job is feeding bubbles. A blast mid-chain clears positions that the next drop can then double, which is worth more than the immediate win it creates.

Exploding WildTwo cone-shaped clears
Blaster WildPlus or X conversion
Second blastConverts to Wild
Big symbols2×2, 3×3, 4×4
Counted asEvery 1×1 cell covered

Bonus Game, Super Bonus & X-iter

How to Trigger

3 Bonus symbols open the Bonus game. If one of them is a Super Bonus symbol, the Super Bonus opens instead.

What Happens

Both run 10 bonus drops. The Bonus game adds an Oxygen Meter that fills on every winning combination and, once full, empties and upgrades a cluster of multipliers on the grid. The Super Bonus swaps it for the Super Oxygen Meter, which upgrades a larger cluster. Meter levels and bubble values both persist between bonus drops. Retriggers are built in: two Bonus symbols inside the feature add 3 drops, three add 5. The round ends when the drops run out or the 25,000x cap is hit, whichever comes first.

Multipliers

Meter completions upgrade whole clusters of Oxygen Bubbles rather than applying a flat multiplier. ELK states the theoretical return for every X-iter mode is the same 96.0% as base play, and publishes no trigger frequency.

Strategy

The 25,000x number is a Super Bonus number — persistence across ten drops is what lets bubbles compound that far. The 2.5x and 5x hunts don't raise the ceiling, they just shorten the wait.

Trigger3 Bonus symbols
Drops10
Retrigger2 symbols +3, 3 symbols +5
X-iter tiers2.5x / 5x / 25x / 100x / 250x
Max win25,000x (round ends)

Buy Feature Options

OptionCostRTPRisk
Bonus Hunt (X-iter)2.5x96.0%One round, 3x+ trigger chance
Mega Hunt (X-iter)5x96.0%One round, 6x+ trigger chance
Clam Chowder (X-iter)25x96.0%One drop, 3 guaranteed Clams
Bonus Game (X-iter)100x96.0%10 bonus drops, Oxygen Meter
Super Bonus (X-iter)250x96.0%10 bonus drops, Super Oxygen Meter

Trigger Probabilities

Base Game

Bonus game (3 Bonus symbols)Not published
Super Bonus (3 Bonus incl. Super)Not published

Win Milestones

Any paying drop33% (ELK published)
Win over 10xNot published
Win over 100xNot published
Max win (25,000x)Not published

Try the Features in Demo

Test the bonus mechanics for free — no registration needed.

Play Free Demo

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