Fire in the Hole 3 review
Fire in the Hole 3 is the third Nolimit City slot about the miner dwarf, released on 3 June 2025. In the years since the last part, the mine entrance has frozen over, and the dwarf has to dig it out from under the ice. There are now two dwarfs: the ordinary one and an evil one. The game rests on three ideas: the grid grows with every collapse, xBomb explosions break the ice that hides features, and the bonus is built as a coin collection. Volatility is very high, and there are more rules here than in any other game from the studio.
Six reels and a growing grid
Every spin starts with three rows, which is 3 to the sixth power, or 729 ways. Each collapse opens one more row: four rows give 4,096 ways, five give 15,625 and six give 46,656, so the last row multiplies the count almost threefold. Three collapses in a row take the grid from three rows to six and multiply the ways 64 times. So what matters is not the payout for one symbol but the number of collapses per spin.
Combinations form on adjacent reels from left to right. The symbols are ten-to-ace cards, a roast bird, a lamp, boots, a wheelbarrow of gold and a bottle. Six matching cards pay 1x to 1.5x the bet, and six matching high symbols pay 1.75x to 7.5x.
The mine collapse: what opens a new row
Four events start a collapse: a winning combination, an xBomb Wild explosion, Wild Mining firing and an xHole activating. Winning symbols are paid and removed, the rest fall down and new ones arrive from above. Each collapse opens one more row until there are six.
Any of the four triggers widens the grid, even if it earns no money. That is why Wild Mining, which fires without a win, matters so much: it pushes the grid toward six rows.
xBomb Wild: an explosion and a multiplier for the next collapse
The xBomb substitutes for any symbol except bonus ones, and before the next collapse it explodes and removes neighbouring symbols, except bonus ones. The xBomb’s value is added to the win multiplier for the next collapse. All xBombs explode before the next collapse, except when Wild Mining has fired.
An example. An xBomb with a value of 3 explodes and removes four neighbours. New symbols appear where they were and one of the combinations wins. That win’s multiplier is three. If another xBomb worth 2 explodes in the next collapse, it adds two to the following step.
Wild Mining: a payout without a win
If three, four, five or six matching symbols line up horizontally or vertically but there is no winning combination, Wild Mining fires. It does not fire while an xHole or xBomb is active. The symbols of the line vanish and Wilds remain in its middle: one for a line of three, two for four, three for five and four for six. All positions above the line, except bonus symbols and symbols under ice, explode and start a new collapse. Such a Wild is a good foundation for the next combination.
The ice: what is hidden in the blocks
Ice blocks hold surprises that stay inactive until an xBomb explosion breaks the block, or, in the bonus, a dynamite. Inside there may be an ordinary Wild, an xSplit, a win multiplier of 2x, 3x, 5x, 10x, 20x, 50x or 100x, an xHole, a bonus symbol that counts toward the scatters, or the 2×2 max symbol.
Empty blocks and blocks with a multiplier hit by a split vanish on collapse. So the contents of the ice must be uncovered before the grid reshuffles: ice multipliers are very vulnerable.
The max symbol in the ice and Fire In The Bowl
The “Max” symbol lies in the ice as a 2×2 block. The max win is paid as soon as all the ice is knocked off the symbol. The max is 70,000x, and the screen is called Fire In The Bowl. When the total win reaches that value, the mine is cleaned out and the round ends.
The studio puts the odds of the maximum at 1 in 14.3 million. It is a very rare event, but it has a direct route: the Golden Nugget purchase, which places the max symbol in the ice.
xHole and xSplit: splitting symbols
The xHole pulls in ordinary paying symbols and scatters them to random positions, already split into parts of size one to three. In its own spot it leaves a gap that starts a collapse. Winning symbols are paid and removed before it fires. With several xHoles the parts grow further, several times over.
In practice it is a way to fill the grid with big uniform chunks that easily close into a combination. Plus every xHole starts a collapse and opens a row.
The xSplit splits all other symbols on its reel, doubling their value. Bonus symbols, xSplit and xHole cannot be split. Once all xSplits have done their work, they turn into ordinary symbols. Ice blocks hit by a split vanish on collapse. So an xSplit strengthens symbols but can destroy ice with a multiplier, a trade-off worth watching.
Lucky Wagon Spins and the gamble for it
Three, four or five bonus symbols start Lucky Wagon Spins with two, three or four rows open. Six symbols also open four rows but bring a Persistent Dwarf on the first spin at once. It begins with three spins, and the counter resets to three each time a coin lands on the grid. All coin values are multiplied by the current stake. The mechanic is familiar from Hold and Win games: while coins keep landing, the round goes on, and the more rows are open, the more cells there are for coins and the longer a round usually lives.
A win of 5 bets or more in the base game can be staked on a chance at one of the Lucky Wagon Spins levels, whose cost is higher than the current win. On success you are offered a gamble for the next level, and you can stop with the Collect button. The gamble can be switched off. In effect it buys a bonus with money already won, and that money is what you risk.
Enhancers in the top row
Above the grid, enhancers show on every spin. An enhancer switches on when a coin lands on the reel beneath it.
| Enhancer | What it does |
|---|---|
| Coin value | sets the coin’s price |
| Multiplier | multiplies coins, Persistent Dwarf and Persistent Dynamite on its reel |
| Dynamite | adds its count to the coin and throws that many dynamites |
| Persistent Dynamite | throws dynamites on every spin |
| xHole | starts three Frozen Wagon Spins |
| Evil Dwarf | starts a Golden Spin |
| Persistent Dwarf | collects all values on every spin |
Enhancers fall into three groups: those that set value, those that amplify it and those that collect it. The win is made of all three.
Dynamite: what it blows up
A landed dynamite adds its count in bets to the coin that called it, then throws as many dynamites as its count onto positions of the grid. The result depends on where the dynamite hits: ice breaks, a coin doubles, a chest activates, ice hiding a symbol opens, and a dynamite or Persistent Dwarf gets its coin doubled.
An example. A dynamite with a count of 3 adds three bets to its coin, then throws three dynamites at the grid. One breaks ice, another doubles a 10x coin and a third hits a chest and activates it. So one enhancer produces a chain of effects.
Persistent Dwarf and Evil Dwarf
The Persistent Dwarf collects all values on the grid at its position on every spin. It brings the round’s main sums and is guaranteed with six bonus symbols. The Evil Dwarf starts a Golden Spin: all coins on the grid fire again, each triggering its own enhancer and raising its own value.
So the Persistent Dwarf is the collector and the Evil Dwarf is the amplifier. Together they turn a calm collection of coins into a chain of doublings.
The xHole in the bonus and the Collect Chests
In the bonus an xHole starts three Frozen Wagon Spins and turns into a 1x coin. On those spins the top row shows only coins, and all existing coins take the enhancers’ values and add them to their own. Then Lucky Wagon Spins carry on and the spin counter resets to three. The xHole is therefore not a lost spin but an accelerator: three spins where coins only grow.
According to Bigwinboard, the bottom row of the bonus holds Collect Chests that are activated by dynamite. An activated chest collects the values on the reel above it on every spin. When the grid is full, ordinary coins are removed and their values are added to the bottom coins of their reels. That banks what has been collected, frees space for new coins and so extends the round.
The buy menu and boosters
| Mode | Price | What it gives |
|---|---|---|
| Lucky Wagon Spins from 3 symbols | 60x | two open rows |
| Lucky Wagon Spins from 4 symbols | 200x | three open rows |
| Lucky Wagon Spins from 5 symbols | 500x | four open rows |
| Lucky Draw | 240x | a draw of the level |
| Evil Dwarf Forever | 700x | three symbols and an evil dwarf on every spin |
| Guaranteed Dwarf | 4,000x | six symbols and a Persistent Dwarf |
| Lucky Draw of the top two | 2,350x | a draw between them |
| Golden Nugget | 7,000x | a max symbol in the ice |
Prices climb in steps: from 60 to 500 for three to five symbols and then in a leap to the thousands. An open row costs 30 bets in the 60x purchase, about 67 in the 200x one and 125 in the 500x one: the price per row grows faster than the number of rows, so you pay for the chance of a big round rather than for the cells.
Golden Nugget costs a tenth of the cap but guarantees only the max symbol in the ice: to collect 70,000x you still have to knock all the ice off it, and the gamble is not available in this mode.
Three boosters charge a price on every spin. Booster 1 at 2 bets makes sure a bonus symbol lands on the second reel. Booster 2 at 5 bets guarantees at least three bonus symbols in the ice. Booster 3 at 5 bets opens all six rows at once and puts the game on the maximum number of ways from the first collapse, though some of them will stay empty.
What makes up the 96.05%
The main game provides 63.00% of the return and the bonus 33.05%, exactly 96.05% together. With a bonus once in 231 spins, an average bonus pays out about 76 bets (33.05 × 231 / 100), and the cheapest purchase at 60x is below that estimate because it covers only the weak two-row tier. A 100-bet win comes once in 796 spins on average. The lowest of the five return versions is 84.07%.
Predecessors and mining neighbours
The series began with Fire in the Hole on 2 March 2021, with a 96.06% RTP and a 60,000x maximum. Fire in the Hole 2 followed on 5 March 2024 with 96.07% and a 100,000x cap, so the third part has a lower ceiling than the second. The mining theme also shows up in Misery Mining (8 February 2022, 96.09%, 70,000x). All three neighbours have very high volatility too.









