Lake's Five Slot Review
by ELK StudiosReleased Apr 10, 2018
Free demo - play instantly in your browser
Ocean's Eleven with cartoon animals. Collect keys during free spins to unlock walking, sticky, and climbing wilds that stack into multipliers. 2,160x max on 178 paylines.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 96.3% |
| Volatility | High |
| Max Win | 2,160x |
| Grid | 5x4 |
| Paylines | 178 Connecting Paylines |
| Min Bet | $0.2 |
| Max Bet | $100 |
| Hit Freq | 18% |
Lake's Five Slot Overview
A moose in a tailored suit is robbing a diamond vault, and he has brought an elephant, a crocodile, a monkey, a parrot and a goldfish along to help. ELK plays the Ocean's Eleven joke completely straight: the crew shot, the target tower glowing red across the city, a funk loop running under the reels. The gold key is what actually drives the game. Two of them start a respin sequence, three break you into The Heist, and once you are inside, collecting more keys decides what kind of bonus you end up with.
That last part is the idea worth caring about. Most slots hand you a finished free spins round. This one hands you a half-built one and makes you finish it while the spins are running, unlocking walking, sticky or climbing wilds depending on which reel the keys drop on. The 5x4 grid and its 178 connecting paylines are ordinary next to that, and at an 18% hit rate the base game keeps quiet more often than it pays.
Theme & Design
The reels sit in front of a night city: full moon, a haze of orange window lights, bridge cables trailing off to the right, and on the left a red neon tower with a single letter R burning near the top. That is Romano's building, in view on every spin, which is a small touch that does a lot of work. The cartoon animal crew are painted like a studio film rather than a slot. The elephant is a doctor in a lab coat, the crocodile a builder in a hard hat with hammers strapped across his back, the monkey a grinning bellhop in red livery mid-wave, the macaw hauling a satellite dish under one wing.
Nice detail: in the crew artwork the monkey wheels the goldfish around in a bowl on a trolley, and that same bowl turns up on the reels as a low symbol with a diamond floating in it instead of the fish. The other low is a red doctor's bag with a stethoscope spilling out. Symbol tiles carry pastel backing colours (lilac for the elephant, green for the crocodile, amber for the monkey) which keeps everything readable but flattens the grid a little against that moody skyline. Audio is 1970s heist funk, tightly looped, and it wears better than most slot soundtracks.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Wild | 1.5x / 5x / 10x for 3/4/5substitutes every symbol except the key; a full line of wilds pays at the top rate |
| Top character | 1.5x / 5x / 10x for 3/4/5 |
| Second character | 1x / 2.5x / 5x for 3/4/5 |
| Third character | 0.7x / 1.5x / 2x for 3/4/5 |
| Fourth character | 0.6x / 1x / 1.5x for 3/4/5 |
| Fifth character | 0.5x / 0.7x / 1.2x for 3/4/5 |
| Doctor's bag | 0.4x / 0.6x / 1x for 3/4/5 |
| Diamond in the fishbowl | 0.4x / 0.6x / 1x for 3/4/5 |
| Gold Key (Scatter) | no line paylands on reels 1, 3 and 5 only; two start respins, three open The Heist |
Features & How They Work
Break-in Respins
Two gold keys stop the reels and start respins. Both keys turn wild, and the two reels holding them lock together and step down one row on every respin while the other three reels spin normally. It runs until only one wild is left on the grid, or until a third key lands, which drops you straight into the bonus. This one is base game only.
The Heist
Three keys award 10 free spins inside Romano's office. Every extra key found during the round adds another spin, so the length is never fixed and a hot round stretches itself out. Those extra keys are doing double duty, because they are also the currency for everything below.
Three Keys, Three Kinds of Wild
Keys collected during free spins are counted per reel, and each reel unlocks a different wild. Three on reel 1 turns on Walking Wilds across reels 1 to 3, which shift one reel to the right per spin. Three on reel 3 unlocks Sticky Wilds on reels 2 to 5, which simply stay put for the rest of the round. Three on reel 5 unlocks Climbing Wilds on reels 2 to 5, moving up one position each spin. Unlock two and the grid gets crowded. Unlock all three and it gets ridiculous.
Wilds That Cross
Because the three wild types travel in different directions, they eventually land on the same position. Two wilds sharing a cell make it a x2 multiplier, three make it x3, and any payline running through that cell is multiplied accordingly. This is the whole reason the second and third unlocks matter more than the first: one wild type alone has nothing to collide with.
The Last Spin
On the final free spin, every walking and climbing wild still on the grid completes its remaining path at once, leaving a trail of wilds behind it. Those trail wilds carry no multipliers, but the coverage alone tends to light up several paylines together, so the round almost always signs off with something.
Screenshots

How Lake's Five Plays
Long flat stretches, then a burst. Base spins mostly return the doctor's bag or the fishbowl for less than a bet, and the connecting paylines make those small hits look busier than they are. Keys are what you actually watch for, and since they only land on three reels you can read a spin early, which makes the misses sting in exactly the way ELK intended.
Respins are the base game's saving grace and its biggest tease at the same time. A locked pair of wilds walking down the reels feels like a bonus arriving, and then the pair runs out of room, pays something forgettable, and the game goes quiet again. Inside The Heist the tension moves somewhere unusual. You stop watching the wins for a while and start watching which reel the next key lands on, because one wild type is a dull round, two is where multipliers start showing up, and all three is the version of this game people actually remember. Plenty of Heists end on the first tier, and those can feel like being shown the vault and handed a paper clip.
The last-spin sweep does a lot of emotional work, honestly. Even a mediocre round ends with wilds spraying across the grid and one final payout, so you rarely walk out of the bonus with nothing.
Pros & Cons
Pros
- The bonus builds differently every time depending on where the keys drop
- Break-in Respins stop the base game from going completely flat
- Wild collisions turn a fully unlocked round into something worth sitting through
- Character art and the funk soundtrack have more personality than the theme needed
Cons
- 2,160x is a small ceiling for a game that makes you wait this long between features
- Plenty of bonus rounds unlock a single wild type and pay next to nothing
- No buy feature, so there is no shortcut to the part that matters
- Outside the respins, base gameplay is plain
Is Lake's Five Worth Playing?
Eight years on, the key-unlock bonus still has no proper imitators, and that is the reason to load Lake's Five ahead of the newer heist slots. Building the round while playing it gives free spins a shape most games never bother with, and the animation and music carry the long quiet passages better than the math does.
What holds it back is the ceiling. 2,160x is modest for something this streaky, there is no buy button to skip the waiting, and a cold run stays cold for a while. It is a game about assembling something, and it pays like one: rarely, and mostly at the end.
Frequently Asked Questions
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Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 31 Jul 2026 · Updated 31 Jul 2026