The Casino is a useful room where your creatures can drink ale until they collapse and waste their gold on roulette and cards. You can change the pay out to either raise gold lost through paydays or to increase creature happiness.
When a creature hits a jackpot, the Mentor shouts "JACKPOT WINNER!" and the creatures in the Casino briefly celebrate, complete with lighting effects (from fireworks) over the room and exuberant dancing to "Disco Inferno". The winner is marked with a small gold symbol floating above him. The creature will then head to the treasury and collect a very large amount of gold (equal to the amount paid at payday for every creature owned). Researchers and manufacturers also work 35 per cent faster for one minute, but if the jackpot is not paid within 4 minutes, all creatures' annoyance doubles.
Your creatures love fluttering, so constructing a Casino so they can fulfil their punting cravings can do wonders for their mood. Creatures who gamble for 2 minutes become fearless (they won't flee from battle in fear) for another 2 minutes.
The level of payouts is decided by you, the Keeper. If you set the Payout Meter in the Casino to ‘Smiley’, your creatures will flock to the Casino. Creatures in the Casino gain 1 Gold and lose 6 Annoyance every second. There is a 1-in-5000 chance per creature of the jackpot being hit. A night on the tiles in a casino that pays out naturally heightens your creatures’ happiness but may end up costing you a large sum of money. Slapping the Gold-laden creature makes him drop a good deal of his winnings, which can then be picked up. Of course, jackpot-winning creatures will not be happy at having their Gold stolen, which will be reflected in their happiness rating. If other creatures see your miserly actions, you may incite a mutiny.
On the other hand, if you set the meter to 'Money', you can make more money, but this will significantly reduce your creatures’ happiness ratings; it makes creatures lose 8 Gold every second and gain 3 Annoyance every 10 seconds. The chance per creature of the jackpot begin hit is reduced to 1-in-20,000.
- ↑ 1.0 1.1 1.2 1.3 Dungeon Keeper 2 : Prima's Official Strategy Guide. pp. 78,79. Rocklin, CA: Prima Games. 1999. ISBN 978-0-7615-1805-1.
| ||Barracks / Bridge / Dungeon Heart / Graveyard / Guard Post / Hatchery / Lair / Library / Portal / Prison / Scavenger Room / Temple / Torture Chamber / Training Room / Treasure Room / Workshop|
| ||Casino / Combat Pit / Dungeon Heart / Graveyard / Guard Room / Hatchery / Hero Gate / Lair / Library / Mercenary Portal / Portal / Prison / Stone Bridge / Torture Chamber / Training Room / Treasury / Unholy Temple / Wooden Bridge / Workshop|
| ||Dragon Chamber / Infirmary / Kitchen / Crypt / Hive / Tomb / Summoning Chamber / Parlour|