So ELK went backwards in time. Heist Guys 2 – Heist at Dawn is a prequel, following the legendary ancestors of the original crew, and it dumps you in a sepia-lit saloon at dusk where three cartoon animal bandits, a blue owl, a sombrero-wearing cactus and a masked red fox, are plotting something dawn-shaped. The grid is 5×4 with 1,024 ways, and Avalanche cascades keep the reels tumbling while new wins keep forming.
The engine here is the Always Super Wild, a gold sheriff's star that's permanently on the board. It enters carrying no multiplier. But every time it's part of a win, your payout multiplies by the combined multipliers of all contributing wilds, then each of those wilds doubles. After every cascade they relocate to fresh empty cells, so the layout reshuffles constantly. Watch those numbers climb and a quiet spin turns loud fast.
On the left sits the State Jar. Collected State symbols fill it, and when it empties it hands over cash, eight Bonus Drops, or the big one, the Heist Game. Bonus Drops are the free spins (3/4/5 triggers give 8/10/12), with a meaner Super Bonus Drops variant that opens holding at least two Super Wilds.
The Heist Game is what you're really chasing. Collect all three Guys and they become lives on a board-game town map, edging forward past guards, grabbing safes, multipliers, guns, keys and dynamite. Keys guarantee The Bank. Dynamite cracks the Super Safe, where the 10,000x ceiling waits. It's genuinely clever design, though impatient players can skip the grind with X-iter buys from 2.5x up to 250x.
RTP lands at 96.0%, a touch above ELK's usual, with high volatility. One gripe? Base symbol pays are tiny, so dry stretches between bonuses can drag. Is the Heist Game worth the wait, though? For a 10,000x payday, probably yes.