Monster Quest sends us through a castle gate with a sword, a Knight and an alarming number of creatures who apparently carry their savings into battle. With Big Time Gaming behind the gate, we enter a six reel Megaways setup with as many as 117,649 ways.
At BetVictor, we get bonus spins, a Hold and Spin round and a collection system where our Knight can defeat only Monsters with equal or lower values. The rules sound simple until a large prize creature stands one step beyond reach, looking unbearably pleased.
We start beside a stone fortress, with towers, battlements and a winding staircase framing the changing reel grid. Another castle sits in the distance, perhaps as backup accommodation for any monster dissatisfied with the current arrangements.
We play the main game in daylight, while night arrives during bonus spins. For Hold and Spin, we move into an arena watched by enormous bull statues. We meet the Knight, several colourful Monsters and a central Dragon mainly through reel symbols rather than extended character scenes.
Crystal icons provide the higher values, while jewel toned card ranks cover the lower end. We see clear animations when the Knight attacks, collects a value or moves between targets. We hear dramatic medieval cues throughout, though our attention remains firmly on the collection system rather than cinematic spectacle.
We divide the regular symbols between six card ranks and four crystals. We can form a potential payout with only two purple crystals, although the table keeps the requested three, four and five symbol values.
| Symbol | Payout for 3, 4, 5 of a kind |
|---|---|
| 9 | 0.10, 0.20, 0.30 |
| 10 | 0.10, 0.20, 0.30 |
| J | 0.10, 0.30, 0.40 |
| Q | 0.20, 0.30, 0.40 |
| K | 0.20, 0.40, 0.50 |
| A | 0.20, 0.40, 0.50 |
| Green Crystal | 0.30, 0.50, 0.60 |
| Blue Crystal | 0.30, 0.50, 0.60 |
| Red Crystal | 0.40, 0.60, 0.80 |
| Purple Crystal | 3.00, 5.00, 10.00 |
We trigger Hold and Spin by landing six or more Bonus symbols in any positions. We begin with a Knight and three lives, while the remaining grid positions can reveal blank spaces or Monsters carrying different values.
We lose one life whenever a spin produces no new Monster and our Knight defeats no existing target. Every defeated Monster restores one life, though we can never hold more than three. Our Knight moves around the grid, defeats Monsters with equal or lower values and adds each collected amount to the Knight’s current value.
Among online slots with collection rounds, we find a stricter system than simple coin gathering. Our Knight can’t collect a larger Monster, regardless of how inconveniently close the target appears. Hold and Spin ends when all lives run out, every grid position fills or our Knight defeats the Dragon. We then receive the Knight’s final value as the feature’s potential payout.
We begin with 12 bonus spins after landing three Scatters. Each additional triggering Scatter adds two more spins. Our Knight enters the feature with a starting value between 8x and 15x the stake and remains visible throughout the round.
Whenever our Knight defeats a Monster with an equal or lower value, we add that Monster’s amount to the Knight total. We also increase the multiplier for regular Megaways wins by 1 for every Monster defeated, starting from 1x.
When five or more Monsters appear together, we enter Hold and Spin from within the bonus round. Monsters defeated during that separate feature don’t raise the Megaways multiplier. Three Scatters during bonus spins add four more spins, while each further Scatter adds another two. At the end, we add the Knight’s collected value to the round’s potential result.
We play on six Megaways reels, with each reel displaying between two and six symbols. Changing reel heights create a different number of active ways on every spin, reaching as many as 117,649.
We form potential wins by matching symbols on consecutive reels, beginning with the leftmost reel. A greater number of matching symbols on each qualifying reel raises the relevant paytable value. We resolve only the highest result for each individual way before combining wins from separate ways.
We can use Wilds to replace regular symbols, but not Scatters or Knight, Monster and Dragon Bonus symbols. We don’t follow fixed paylines, so the available reel heights determine how many symbol combinations can connect across the grid.
Across online casinos, we can compare Monster Quest with these three releases through medieval settings, Megaways reels and collection mechanics.
We find Monster Quest most convincing when the Knight starts climbing through the Monster values. The equal or lower rule gives every target a clear purpose, while watching a large creature remain just beyond reach creates exactly the sort of irritation a fantasy quest apparently considers character building.
We also think the surrounding package plays things rather safely. Megaways, bonus spins and Hold and Spin are familiar ingredients, while the castle setting gives us little we haven’t encountered before. The collection logic carries most of the personality, so quieter stretches can feel like preparation for a feature that may not cooperate.
Even so, we’d place Monster Quest with players who enjoy escalating values, visible progression and bonus rounds where one small Knight has to earn every potential reward the difficult way.