It’s been a little lonely since the last tenant disappeared,
but we’re sure you’ll feel right at home. Collect the keys
to unlock each apartment and discover what the building
has been hiding. Just remember… if you ever visit
Apartment 13, choose carefully. Behind that door could
be the biggest prize of all… or nothing at all.
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How to play
Paytable
Apartment Doors
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HOW TO PLAY
WELCOME, NEW TENANT
The building remembers everyone.
Chapter One
The board
Six or more of the same relic pays — anywhere on the board. They do
not have to touch, and where they land does not matter. Six or seven pays;
eight or nine pays more; ten or eleven more again; twelve or more is the
top band.
Chapter Two
Tumbles
Everything that paid is taken out of the wall. What sat above it falls
into the gap and new relics drop in from the dark. If that lands another
six, the same spin pays again — and again, for as long as the falling keeps
finding more.
Chapter Three
Multipliers
A multiplier orb can surface in the rubble of any paying tumble.
It waits for the falling to stop, then multiplies everything that spin was
worth.
Orbs add together. A ×2 and a ×3 in the same chain is ×5, not ×6 —
and the total is capped at ×50.
Chapter Four
The keys
Golden keys land in their own row — one row, one apartment.
Three keys open that door. Each key remembers the bet it landed at,
and the door pays on the average of those three, so raising your
stake once two are in cannot buy a bigger prize and lowering it cannot cost
you one.
Only one key of any kind can land on a spin, and none land during free
spins.
Chapter Five
The regular apartments
Ten, eleven and twelve. Each pays, then shuts and starts over — the
higher the floor, the longer the wait and the better the secret. Any of
them can hand you free spins instead of cash, where the multiplier
builds across the whole feature and never resets.
Chapter Six
Apartment 13
One key is marked 13. It lands only on the top row, it comes
rarely, and three of them stop the building to ask you something.
Take what is in your hand and run, and you keep it — but you drop two
keys and go back to one. Open the door instead and four rooms in five are
empty; the fifth pays at least a hundred times your bet, and somewhere
behind it is five thousand.