Donut Division — Bonus Features

One wild that sprays a whole row, and a bonus you get to choose. Here's how the Gooey Guns, the Warehouse and the Stakeout actually work — plus what each of the four buys really hands you.

How Each Feature Pays

What fires each mechanic, what it does once it does, and where it is worth your money. New to the grid? The Donut Division how-to-play guide has the paytable and the bet setup.

Gooey Guns & Gooey Wilds

How to Trigger

A Gooey Gun symbol landing anywhere on the 6×5 grid during base play.

What Happens

The gun fires along its own row, spraying Gooey Wild symbols into every position to its left until it hits the edge of the grid — then it turns into a Gooey Wild itself. Those wilds substitute for all the paying symbols, and each one can arrive carrying a multiplier somewhere between 1x and 100x. Where multiple wilds sit connected on the same row, their multiplier values are added together and that combined figure is applied to any winning combination they complete. Six Gooey Wilds across a row pay 5x on their own.

Multipliers

Individual wilds carry 1x to 100x. Values on connected wilds in the same row add together rather than multiplying.

Variants

Inside Stakeout the guns fire far more often and the multiplier pool runs higher; Super Stakeout goes further and guarantees a gun returns on a row that has already produced one.

Strategy

Position is the whole story with this mechanic. A gun on the rightmost reel converts almost an entire row into multiplier-carrying wilds; the identical symbol on reel 1 has nothing to its left and does essentially nothing. Nothing you press changes where it lands — but it does explain why two spins that both "hit a gun" can be worth wildly different amounts.

TriggerAny Gooey Gun landing
DirectionLeftward along its own row
Gun itselfBecomes a Gooey Wild
Multiplier range1x – 100x
StackingAdditive along the row

Bonus Choice

How to Trigger

Three scatters for the standard menu, four for the Super menu.

What Happens

Most slots hand you whatever round they have. Donut Division hands you a menu. Three scatters and you choose between Warehouse and Stakeout; four scatters and the same choice appears upgraded to Super Warehouse or Super Stakeout. There is no timer on the decision and no wrong answer in the long run — what you are picking is a shape of round, not a better or worse one.

Multipliers

The choice itself carries no value. What it sets is which multiplier system you play with for the round.

Variants

The two rounds share almost nothing mechanically: one is free spins driven by wild sprays, the other is a hold-and-win grid driven by flashlight reveals.

Strategy

Pick on temperament rather than on maths. Stakeout keeps the familiar reels and the familiar wild mechanic, so it behaves like an amplified base game. Warehouse throws the reels away entirely and runs on lives and reveals, which makes it swingier to sit through even when the round is going well.

3 scattersWarehouse or Stakeout
4 scattersSuper Warehouse or Super Stakeout
TimerNone — take your time
What changesRound structure, not the posted RTP
BuyableYes, where permitted

Warehouse Bonus

How to Trigger

Chosen from the Bonus Choice menu after three or four scatters.

What Happens

The reels give way to a warehouse you light up one piece at a time. You start with three lives, each spin costs one, and any spin that reveals something refills all three. Flashlights uncover the hidden symbols: Adding Multipliers that put a flat value on the board, Multiplying Multipliers running from x2 to x10 that act on what you have already accumulated, Battery symbols that reveal a 3x3 block in one go, and a Light-Switch that lights the entire grid at once. The round ends after three consecutive spins reveal nothing at all.

Multipliers

Adding Multipliers stack additively; Multiplying Multipliers apply x2 to x10 to the accumulated total.

Variants

Super Warehouse guarantees every Adding Multiplier is at least 5x, which removes the low filler values that otherwise pad a round out.

Strategy

The order in which things reveal decides everything. A x10 Multiplying Multiplier landing early, on a small accumulated total, is nearly wasted; the same symbol arriving after a dozen Adding Multipliers is the round. That is also why the life-refill rule matters so much — every extra reveal is another chance to reach the multiplier before the lights go out.

Lives3, refilled by any reveal
Adding MultipliersFlat values added to the total
Multiplying Multipliersx2 – x10 on the accumulated total
BatteryReveals a 3x3 block
Light-SwitchReveals the full grid

Stakeout Bonus

How to Trigger

Chosen from the Bonus Choice menu after three or four scatters.

What Happens

Stakeout keeps the 6×5 grid and the 19 paylines exactly as they are, then turns the Gooey Gun frequency up and pushes the multiplier pool higher. It plays like the base game with the volume raised. Retriggers work in small increments rather than big ones: two scatters during the round add two more free spins, three scatters add four. Super Stakeout adds a guarantee on top — once a row has produced a Gooey Gun, subsequent guns are guaranteed to return to that row, so the coverage compounds instead of scattering.

Multipliers

Same 1x to 100x wild values as base play, weighted higher, and still additive along a row.

Variants

Super Stakeout is the four-scatter version, with the returning-gun guarantee that standard Stakeout does not have.

Strategy

The returning-gun rule in Super Stakeout is worth more than it sounds. A single row that keeps getting sprayed builds a wide band of connected wilds, and because their multipliers add along the row, coverage on one row beats scattered guns across several. If the Super choice is available, that guarantee is the reason to take Stakeout over Warehouse.

FormatFree spins on the normal grid
Gun frequencyRaised above base play
Retrigger2 scatters +2 spins, 3 scatters +4
Super guaranteeGuns return to a row that has fired
Multipliers1x – 100x, additive

Warehouse or Stakeout — Which to Pick

The menu is the point of this game. Here is what you are actually choosing between.

Stakeout

  • Same reels and paylines you already know
  • Gooey Gun frequency raised and multipliers weighted higher
  • Retriggers keep extending the round in small steps
  • Super version forces guns back onto a productive row
  • No mechanic that multiplies an accumulated total
  • A gun landing on the left of the grid still wastes the spin

Best for players who want more of what the base game already does, with the volume turned up.

Warehouse

  • Multiplying Multipliers act on everything accumulated so far
  • Three refilling lives can stretch a good run a long way
  • Battery and Light-Switch reveals can open the board in one move
  • Super version removes the low filler values entirely
  • Three blank spins end it regardless of how well it started
  • Reveal order decides the round more than reveal count
  • Completely different rhythm — no reels, no paylines

Best for players who want the swingier of the two rounds and enjoy the reveal-by-reveal tension.

Four scatters upgrade the Bonus Choice menu rather than replacing it. Super Warehouse guarantees every Adding Multiplier is at least 5x, which strips out the low filler values that otherwise pad a round. Super Stakeout guarantees returning guns on a row that has already produced one. Both are also buyable directly through No Donut Too Sweet at 200x your stake.

Feature Buy Price List

Four options, and only the bottom two guarantee a bonus round at all.

OptionCostPublished RTPWhat You Get
BonusHunt FeatureSpins3xNot publishedRaises the chance of a natural scatter trigger
Goo In Guns Blazing!50xNot publishedSpins with guaranteed Gooey Guns, no bonus round promised
No Case Too Tough100x96.28–96.33%Guaranteed Warehouse or Stakeout
No Donut Too Sweet200x96.30%Guaranteed Super Warehouse or Super Stakeout

Four options, and only two of them actually buy a bonus. BonusHunt FeatureSpins at 3x your bet simply improves your odds of a natural trigger — cheap enough to fold into a normal session. Goo In Guns Blazing at 50x guarantees Gooey Guns on the spins you get, but promises no bonus round at all. No Case Too Tough at 100x guarantees Warehouse or Stakeout, published at 96.28% to 96.33%. No Donut Too Sweet at 200x guarantees a Super round, published at 96.30%. Both of those track the default build closely, which is worth knowing — plenty of buy menus quietly cost you a point of RTP. The whole menu is unavailable in the UK, and restricted in several other regulated markets.

Try the Features in Demo

Watch a gun spray a full row of wilds on play credits — no registration needed.

Play Free Demo