Mental 2 review
Mental 2 is the sequel to Nolimit City’s cult horror slot, released on 25 March 2025. It returns to the asylum, this time following a deranged daughter. The grid is small, but Fire Frames and Fire Reels split symbols and widen it. New mechanics include xHole and xMental, and the xGod symbol can deliver the max win instantly. The official highlight list names seven x-mechanics (xMental, xHole, xNudge, xGod, xWays, xBet and xSplit), and most of them can fire on an ordinary spin.
A deranged daughter checks in
The developer’s pitch opens with the familiar definition of insanity, doing the same thing over and over while expecting a different outcome. Then comes the story: a daughter who butchered her parents is shipped off to the asylum, where “someone very special” is waiting. That someone links straight back to the first game, and the sequel keeps its tone: washed-out colours, blood, and patients instead of the usual symbol set.
It is still strictly for adults with a strong stomach. Fire is the new visual element: frames literally burn around symbols and whole reels go up in flames. The effect doubles as information, because anything on fire splits, so you can see at a glance where the grid has grown.
The 108-way skeleton
Reel heights alternate three, two, three, two, three, and 3 × 2 × 3 × 2 × 3 gives 108 ways, the minimum. Matching symbols pay from the leftmost reel across adjacent reels, and the Wild substitutes for regular symbols.
That grid is small, and a clean spin without enhancers rarely pays much. The official hit rate is 31.41%, so something comes back on roughly one spin in three, but the value sits in spins where frames, cells or patients kick in.
The two-high reels two and four are the bottlenecks. Every chain of three or more passes through reel two, and every long one through reel four too, so a frame or a fire reel there does more than the same effect on an outside reel. The xGod symbol sits outside this arithmetic altogether: an xGod on every reel in a single spin pays the maximum on the spot, with no ways or multipliers involved.

Fire Frames, Fire Reels and the ways they create
Randomly, 1 to 13 positions become Fire Frames, splitting any symbol inside into two, and 1 to 5 reels can become Fire Reels, splitting symbols into three. The rule is simple and the effect on ways is huge.
Some invented numbers. One frame on a three-high reel turns it into four symbols, lifting 108 ways to 144. Frames on every position split everything in two: 6 × 4 × 6 × 4 × 6 = 3,456 ways. Five Fire Reels at once give 9 × 6 × 9 × 6 × 9 = 26,244 ways before a single xWays or patient has done anything.
For opening Enhancer Cells, a Fire Reel counts as two or three frames depending on its height. So a burning reel pulls double duty: it splits symbols and helps unlock cells.
Enhancer Cells under reels 2, 3 and 4
Cells sit beneath reels 2, 3 and 4 and open according to how many frames are showing: four frames unlock the cell under reel 2, six unlock reels 2 and 4, and eight unlock all three. Each open cell reveals one enhancer.
A cell can reveal a Wild, a patient symbol, xSplit, an xNudge Wild or xWays. xSplit splits one symbol on each reel, doubling them, and turns itself into two Wilds. The xNudge Wild always nudges until fully visible, gaining +1 multiplier per step; several of them add their multipliers together, and one cut by xSplit gains another +1. xWays reveals three identical symbols and makes its reel taller, and when there are several, they all reveal the same symbol.

Dead Patients and a multiplier that counts symbols
Two Dead Patient symbols reveal a patient with a random multiplier: x5, x10, x15, x30, x50, x100, x200, x500, x1,000 or x9,999. The rules say what that number really is: it reflects the symbol count on that reel. A patient showing x500 counts as five hundred identical symbols.
In a ways game, that multiplies every way through the reel. Imagine one patient type sitting once on each of the first three reels, with x50 revealed on reel three: one way becomes fifty. Had the x50 gone to a different patient type that was not part of any chain, it would pay nothing. Those are the game’s cruellest moments, a giant number on a symbol connected to nothing.
Position matters as well. A multiplier on reel one or two joins every chain of its symbol, while one on reel five only counts in a full five-reel combination. So an x100 on the left often beats an x200 on the right when long chains fail to form.
xHole: the second cell of reel three
xHole activates only when it lands in a Fire Frame or Fire Reel on the second position of reel three. It sucks in regular symbols and Wilds, throws them back to random positions and multiplies their size by x2, x4 or x8. For an xNudge Wild only the multiplier changes. Afterwards the xHole itself becomes a Wild.
Two rule details are easy to miss. Winning symbols from before the pull go back to where they were. Saved Dead Patient multipliers are not applied after xHole. Land it outside a frame and nothing happens, which is why the Fire Frames booster and xHole are best thought of together.
A made-up case: reel three is burning and xHole drops into cell two. It pulls two patient symbols and a Wild off the grid and scatters them at size x4. If the patients land on reels one and two and the Wild on reel three, that chain now counts four symbols per reel instead of one, and three such reels give 4 × 4 × 4 = 64 ways. The same pull can just as easily fling everything into unconnected spots.

xMental: one extra spin with the whole grid alight
xMental activates in a Fire Frame or Fire Reel anywhere on the grid. It awards an extra spin in which every position has a frame, the cells reveal only xWays, xNudge Wilds or xSplit, and xHole can trigger.
That spin starts with at least 3,456 ways and all cells open, since there are far more than eight frames. The Fire Frames booster gives the same frames for 6x a spin but with the full cell menu, patients and plain Wilds included. Guaranteed xMental costs 3,200x, more than five hundred times as much, which tells you how highly the model values that stripped-down, high-power spin.
Mental Transform and the Disembodied scatter
The Disembodied scatter on reel 2 or 4 triggers Mental Transform, turning into xWays, xSplit, a Dead Patient, a Wild or a patient symbol. During regular play that is a one-off; in the bonus it repeats every spin because the Disembodied symbols turn sticky.
Consider a regular spin. A Disembodied on reel two becomes xWays, three matching symbols appear there, and if reel one shows the same symbol its ways triple. Transforming into a Dead Patient is only useful if a second one is already on screen, when the pair reveals a multiplied patient. A plain patient that misses every chain is the poorest outcome. Repeating this every spin is what makes the Disembodied modes richer than the entry bonus.
Three rungs: Bloodletting, Surgery, ExperiMENTAL
Cognitive scatters land on reels 1, 3 and 5, Disembodied scatters on reels 2 and 4. Three Cognitive open the bonus, and each Disembodied alongside them lifts it one rung higher. A scatter landing in a Fire Frame adds one spin, in a Fire Reel two, and modes can upgrade mid-feature.
Bloodletting — Trigger: 3 Cognitive; Spins: 8; Adds: Sticky Fire Frames and Fire Reels; Upgrades inside: 1 Disembodied → Surgery (+1 spin); 2 → ExperiMENTAL (+2).
Surgery — Trigger: 3 Cognitive + 1 Disembodied; Spins: 9; Adds: Sticky Disembodied, Mental Transform every spin, Dead Multiplier count runs down; Upgrades inside: 1 Disembodied → ExperiMENTAL (+1).
ExperiMENTAL — Trigger: 3 Cognitive + 2 Disembodied; Spins: 10; Adds: Both Disembodied sticky, Dead Multiplier count never drops; Upgrades inside: —.
How the Dead Multiplier travels
Here the rules get densest, and the developer explains it with an example. For each patient type the game stores the highest multiplier revealed along with a “count” of how many times that patient was revealed. Three reveals of Patient 1 at x5, x10 and x15 store x15 with a count of 3.
That value then transfers to new Patient 1 symbols landing on the reels. The next three appearances each get x15, and every transfer lowers the count by one. Symbols revealed from a Dead Patient do not receive a transfer. In Surgery the count runs down; in ExperiMENTAL it never drops and keeps growing with fresh reveals, which is why the closing ExperiMENTAL spins tend to be worth more than the opening ones.
Four RTP builds and Insane volatility
The standard Mental2 build returns 96.06%, yet Mental2DX0 at 95.23%, Mental2DX1 at 94.04% and Mental2DX2 at 92.02% exist too, and the in-game rules show which one you are playing. A further 84.01% build is reserved for the German market. Among the slot specs it publishes, the developer also splits the return: 57.82% comes from ordinary spins and 38.24% from free spins, upgrades included.
Nolimit City rates the volatility Insane, 12 on its scale. A win of 100x or better comes once in 993 spins on average, and the 99,999x maximum roughly once in 16 million spins on the standard build. When a win would exceed the cap, the round ends and exactly the cap is paid.
The full price list: buys and boosters
Paid options come in two kinds. A bonus buy is charged once; a booster is charged on every spin while it stays switched on.
| Option | Price (x bet) | What you get |
|---|---|---|
| xBet booster | 1.4 | Guaranteed Cognitive scatter on reel 1 |
| Fire Frames booster | 6 | Frames on every position |
| xHole booster | 99 | Guaranteed xHole activation |
| xMental booster | 3,200 | Guaranteed xMental |
| Bloodletting Spins | 100 | Entry mode |
| Surgery Spins | 250 | Middle mode |
| Lucky Draw | 330 | Random mode at 50% / 40% / 10% |
| ExperiMENTAL Spins | 1,800 | Top mode |
| God Mode | 6,666 | Chase xGod on every reel |
God Mode does not guarantee the maximum: the payout arrives only when xGod lands on all five reels. Lucky Draw is worth checking with arithmetic. If the 50%, 40% and 10% odds map to the three modes in order, its expected price is 0.5 × 100 + 0.4 × 250 + 0.1 × 1,800 = 330, exactly what it costs. The lottery is neither a discount nor a markup, just a way to pay the average price for a random mode.
The game page lists bonus rounds about once in 249 spins, while the downloadable game sheet says 1 in 269. Multiply the bonus share of the return by the interval and a naturally triggered feature is worth about 95x at 249 spins or about 103x at 269. Both land close to the 100x Bloodletting price, even though a natural trigger can arrive already upgraded.
No separate RTP is published for any option, and every bonus buy and booster can be removed in regulated markets, as can Action Spins, a hyper mode for playing many rounds in quick succession.
What changed since the original Mental
The sequel inherits almost all of its architecture from the original, released on 31 August 2021: Fire Frames, Enhancer Cells, patients, Mental Transform and a three-step bonus ladder. The changes are about scale and new mechanics: Fire Reels, xHole, xMental and xGod are new, and the Autopsy, Lobotomy and Mental modes have given way to Bloodletting, Surgery and ExperiMENTAL.
The standard RTP barely moved from the original’s 96.08%. The sequel pays less often (the original’s hit rate was 34.19%) and reaches its bonus less often (the original’s came once in 216 spins), but the ceiling rose by half from 66,666x and there are more routes to it. For the very largest caps in the Nolimit catalogue, look at Tombstone RIP.











