Heist Guys 2 Free Demo Game
Heist Guys 2 is a 5-column, 4-row slot from ELK Studios with 1024 ways to win, Avalanche mechanics, and a persistent Super Wild in both regular and bonus modes.
Heist Guys 2 has three modes: regular, bonus with bonus drops, and Heist.

The X-iter feature offers several different game modes.
The X-iter feature can only be activated in the regular game. The minimum X-iter bet is €0.50, and the maximum is €25,000.00. The theoretical return to player (RTP) for all Heist Guys 2 game modes using the X-iter feature is 96.0%. All normal rules apply to the X-iter feature.

The maximum total win per game round in Heist Guys 2 cannot exceed 10,000x the bet.
The Super Wild symbol is always present on the game board. Super Wild symbols substitute for any paying symbol. Super Wild symbols always appear on the game board without a multiplier.

If a winning combination includes one or more Super Wild symbols, the win is multiplied by the sum of the multipliers of all Super Wilds with a multiplier in the combination. After a payout, the multiplier of each Super Wild with a multiplier in the winning combination is doubled, and each Super Wild without a multiplier in the winning combination receives a x2 multiplier.

After each win, winning symbols except for the Super Wild are removed from the game board. Before the field is filled with new symbols, all Super Wilds on the game board are moved to random empty positions. After this, the remaining symbols are removed, and the empty positions are filled with new symbols. The Avalanche feature continues as long as new winning combinations appear.

Super Wild symbols are removed at the end of a game round and before the start of a Bonus or Super Bonus spin, but not between bonus spins. During the first bonus spin, at least one Super Wild symbol appears with no multiplier value. During the first Super Bonus spin, at least two Super Wild symbols appear with no multiplier value. Super Wild symbols retain their multipliers between bonus spins, with each Super Wild moving to a new position.
If a calculated win includes high-paying Guys symbols along with a Super Wild, Guys tokens are added to the inventory. The Heist Game is triggered when all three Guys symbols are collected.
If a progress symbol appears on the game board at the end of a game round, it is collected. Collecting a progress symbol can increase the level of the progress bank by one. Alternatively, the progress bank can be emptied and award a random prize. The progress bank can award a cash win, a bonus game with bonus hits, or the Heist Game.

If 3 or more bonus symbols are collected in a single game round, the bonus game with bonus hits is triggered after the game round ends and there are no more wins. 3 bonus symbols award 8 bonus hits, 4 bonus symbols award 10 bonus hits, and 5 bonus symbols award 12 bonus hits. Bonus hits cannot be retriggered.

If at least one Super Bonus symbol is collected among the bonus symbols, the Super Bonus game is triggered instead of the standard bonus game with bonus hits. Three bonus symbols award eight Super Bonus hits, four bonus symbols award ten Super Bonus hits, and five award twelve Super Bonus hits. Super Bonus hits cannot be retriggered.

In both bonus games, Super Wild symbols and collected Guys are retained from one bonus hit to the next. If the Heist Game is triggered and bonus hits remain on the field, after the Heist Game ends, the game returns to the bonus game, which continues with the remaining bonus hits.

Heist Game is a cooperative round played by three Heist Guys on a shared map, with each Heist Guy acting as an attempter. The Heist Game continues until all three Heist Guys are caught, no Heist Guy can advance further, or the winning limit is reached. During the Heist Game, coins are collected and paid out at the end of the game.

Heist Guys can only move upward or sideways—never backward—and cannot return to squares they’ve already visited.
Buildings placed on the map can contain coin prizes or safes containing prizes of varying value. Safes can drop coins, multipliers, revolvers, keys, dynamite, or safe upgrades.
Safe multipliers are immediately applied to the current heist win when collected.
If the progress bar is depleted and triggers a bonus game with bonus drops, the player receives 8 bonus drops.
When the Heist Guys robbers encounter guards or bandits, the revolver is used automatically, helping to dispose of the guards or win a duel with a bandit. After use, the revolver is removed from the inventory. The robber with the revolver is not imprisoned.

When at least one of the Heist Guys reaches the bank door, the key is used automatically, granting access to the bank.
If at least one of the robbers reaches the bank without a key in their inventory, a break-in attempt is made. If the attempt is unsuccessful, the Heist Game ends immediately, and all winnings are paid out. If the break-in is successful, the robbers break into the bank.
If the gang breaks into the bank, each robber receives a safe. If the Heist Guys gang breaks into the bank and has dynamite in their inventory, it is automatically used to access the Super Safe. The Super Safe is the most valuable safe, offering high-payout coins, multipliers, or MAX WIN bonuses.
During the Heist Game, at intersections, the active robber chooses their next move.

If a Heist Guy robber is blocked by a bush, they can traverse that section of the map without risking encounters with guards.
If a Heist Guy robber enters a guard’s line of sight and has a revolver in their inventory, it is consumed and the guard is removed. If the revolver is not available at this point, the robber is captured and jailed. The guard is then also removed from the map.
If one of the Heist Guys is captured, the Heist Game continues with another Heist Guy. The captured Heist Guy can be placed in one of the buildings on the map. If the Heist Guys reach this room during the round, the robber is released and returned to the remaining Heist Guys.
The Heist Game may offer a reward with a high payout. If a Heist encounter involves a Heist gang member with a revolver in their inventory, it is consumed, the reward is paid, and the Heist gang member with the reward is removed from the map. Otherwise, the remaining Heist gang members engage in a duel. If successful, the reward is paid, and if unsuccessful, one Heist gang member is captured. The shootout continues until the Heist gang wins or there are no Heist gang members left to capture.

The Heist Game ends when all three Heist gang members are captured, no Heist gang member can advance, or the winning limit is reached.
Accumulated winnings are paid out when the bonus game or Heist Game ends.

Winning combinations are formed by identical paying symbols appearing on adjacent columns from left to right, starting with the leftmost column. Gaps between columns are not counted. Only the longest line along each active payline is paid. An active payline is defined as the longest winning combination of symbols. The number of winning ways is determined by the number of matching symbols on each winning column.












