The Ghost Wild is the cyan character that stands up through a reel. When one lands it expands from its own row to the top of the 5 reels by 5 rows, substituting for paying symbols across every position it now occupies. Up to five can appear in a spin, but a reel can hold only one.
Its multiplier is the number of rows it ends up covering. Nothing else sets it: not a printed value, not a hidden draw, not the bet. The symbol you can see at the end of the expansion already contains its own answer.
The landing row sets the height, and the height is the number
Expansion only goes upward, so a low landing produces more coverage than a high one. From the bottom row the character reaches through all five positions and is worth x5; from the middle it covers three; from near the top, one or two.
A full-height ghost shows its value at the foot of the stretched symbol, which is the cleanest confirmation of the rule the game offers: three full expansions standing side by side all read the same number, because all three covered the same five rows.
One per reel, up to five in a spin
Five reels, five possible ghosts, and never two on the same reel. The limit keeps each expansion tied to one visible landing point and stops a column from being filled twice over.
Several reels can still expand on the same spin. When they do, each contributes its own row-count multiplier to the lines it touches, and under the standing rule those independent values are added on a shared line.
The base screen. Five reels, five rows, twenty-five positions, and the ghost kept outside the active field.
Line participation: every qualifying prize gets the value
An expanded ghost substitutes across all the positions it covers, but a combination still has to begin on the leftmost reel and run through adjacent reels. The ghost contributes wherever one of the fifteen patterns crosses a position it now occupies.
Because one expansion spans several rows, it frequently intersects more than one pattern at once. Its multiplier is then applied to each of those prizes, which is why a single tall ghost can lift an otherwise ordinary spin.
Covered tombstones feed a different calculation
Independent Wild multipliers on one line are added. The exception belongs to this symbol: when a ghost expands over one or more Grave Wilds, their printed values are added together and that total is then multiplied by the ghost's own value.
So the ghost is doing two things at once when it stretches. It is setting its own multiplier by how many rows it covers, and it is deciding how many printed tombstone values it has gathered to multiply. Both come from the same landing row, which is the single most consequential thing that happens in a spin of this game.
All five tombstones use one silhouette and change only the number in the middle.
Locked ghosts expand again on every feature spin
During Phantom Spins a ghost does not clear. It locks in the exact position it landed on, stays there until the feature's 10 spins are finished, and expands upward again every time. Its row-count multiplier therefore repeats while everything around it is redrawn.
A low ghost locked early is the best thing that can happen inside the feature: tall coverage, every spin, with fresh tombstones landing underneath it for the overlap rule to work on. Additional ghosts can lock on the other reels, still one to a reel, and the coverage accumulates rather than resetting. Spooky Spins keeps the overlap rule but not the lock, which is the whole difference between the two modes.
Four candles and one ghost already standing: the picture the game uses for Phantom Spins.
What the studio's own line about this symbol says
The sentence the studio supplies to the lobbies that carry the game describes it as a Ghost Wild that surges up the reels with multipliers of up to x5. That matches the row-count rule exactly, and it is useful corroboration: a five-row reel cannot produce a sixth row to count.
It is also the clearest answer to pages that give this symbol a printed number. The multiplier tops out at the height of the grid because the multiplier is the height, and the ceiling moves with the cabinet rather than with a value list.
The screen the game opens on: the expanding Wild, the two bonus games and the headline maximum, each in its own panel.
Questions about the expanding Wild
Which direction does the Ghost Wild expand?
Upward only, from its landing row to the top of the reel.
Can two ghosts land on the same reel?
No. One reel holds at most one Ghost Wild per spin, so five is the maximum across the grid.
How high can the ghost multiplier go?
x5, because the grid is five rows tall and the multiplier equals the number of rows covered.
The sentence the studio supplies to the lobbies carrying this game gives the same ceiling, which is the clearest confirmation available that the value is the height rather than a printed number.
What happens to ghosts in Phantom Spins?
They lock at their landing positions and expand again on every remaining spin of the feature.
Is the ghost multiplier added or multiplied?
Added, like any independent Wild multiplier, except where it covers tombstones — then the summed tombstone values are multiplied by it.
Who made Boo's Booty?
Penguin King built it. Penguin King is itself a studio inside Octoplay, which owns it and distributes its games through its own remote game server.
Both names are therefore correct, which is why some pages about this game credit one and some the other. The studio is the name on the game; the group is what a lobby may be filing it under.
The free-spins page takes both Wilds into the two ten-spin modes: what each trigger costs if you wait for it, what it costs if you do not, and which return figure is attached to which route.