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The Casino is a room in Dungeon Keeper 2 and Dungeon Keeper Online.

Dungeon Keeper 2[]

The Casino is where your creatures can drink ale until they collapse and waste their gold on roulette and cards. The pay-out can be set to either raise gold lost through paydays or to increase creature happiness.

Your creatures love gaming, so constructing a Casino so that they can fulfil their punting cravings can do wonders for their mood. Creatures who gamble for two minutes become fearless (they won't flee from battle in fear) for another two minutes.[1] The Casino is Rogues' natural prerequisite room.

Casino art Dungeon Keeper 2

Concept Art. Visible here is a fruit machine, which does not appear in the final game

Creatures cannot gamble if they are not carrying any gold. This means they they can not and do not use the Casino until after their first payday in your dungeon, unless they obtain gold in the meantime by another means, such as picking up loose piles from the floor. For this reason, Skeletons (with the possible occasional exception of Bane) do not use the Casino; they do not take a wage, so usually will not have any gold with which to gamble.

Equipment[]

Casinos feature roulette tables, barrels and bar tables (both with drinks and cards), and alcove barrels. In the artwork, as well as the game's data, is also a fruit machine, which seems to have been cut, but can be edited back into the room with the Dungeon Keeper 2 Editor; however, it will go unused. The roulette tables are where much of the gambling will take place.

The alcove barrels are where creatures will get drinks from, sometimes until they get merry. You may see creatures such as Black Knights use the roulette tables very rarely and drink most of the time.

Payout Lever[]

Casino Lever Dungeon Keeper 2

The payout lever. The Casino can be set to 'generous' mode (right), or the mean 'rigged' mode (left)

The level of payouts is decided by you, the Keeper. If you set the Payout Lever[2][3] (also known as the Pay Out Adjuster[4]) 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.[1] A night on the tiles in a Casino that pays out naturally heightens your creatures’ happiness, but may end up costing you a pretty penny.

On the other hand, if you set the lever to 'Money', you can make more money. However, 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 being hit is reduced to 1-in-20,000.[1] The newly taken money gets dropped under the payout lever gate and Imps can pick it up to take it into a Treasury (however, Thieves may also steal it).

There is no in-between mode; you're taking a risk whichever mode you have it set to. Either making everyone sad or occasionally paying huge amounts of money. The only way to avoid taking a risk is to not have a Casino at all. If you have plenty of Imps and access to a gem seam, you should be good to go with the 'Smiley' mode. You should normally only use the 'rigged' mode if you're low on money and desperate for cash, as the cost to your creatures' happiness is unlikely to be worth it if you have another steady source of income.

Jackpot[]

Casino Jackpot Dungeon Keeper 2

'Jackpot winner!'

When a creature hits a jackpot, the Mentor shouts "JACKPOT WINNER!", and the Casino temporarily becomes a celebratory discothèque: your creatures will party, complete with a resplendent display of rowdy and gay fireworks and exuberant dancing to "Disco Inferno". The winner is marked with a small gold symbol floating above him. Jackpot winners temporarily become extremely unique entities who always stay gambling until getting their hefty winnings (usually a very large quantity of gold, equal to the quantity paid at payday for every creature owned. It can be almost as much as a full 5x5 Temple.); to this end, the winner will head to the Dungeon Heart or a Treasury to collect them. Researchers and manufacturers also work 35 per cent faster for one minute, but if the jackpot is not paid within four minutes, all creatures' annoyance doubles,[1] so you'd better be able to pay the jackpot pronto if you don't want your creatures' moods to go from very gay to very tetchy very quickly, which is difficult to avoid even at the best of times.

Jackpot winners also cannot be tortured at all; the appliances don't work. They can be possessed during all these situations:

  • They can be dropped inside a Prison's inner yard but do not act like prisoners, do not lose health, do not have prisoner animations, remain in there until you take them out.
  • They cannot be sacrificed in a Temple's pool, but may be dropped in and remain there until you take them out.
  • They cannot be sacked, when dropped in there, they remain stuck in the mouth of the Portal forever until you take them out.
  • They cannot participate in pit fights but may be dropped in there and look around until you take them out.

Slapping the gold-laden creature makes him drop a good deal of his winnings. It goes without saying that jackpot winners will be most displeased at their money being stolen, and their happiness rating will suffer accordingly. If others see your miserly actions:

  • Each and every normal and Elite creature will become sad, and with enough slaps, angry, and immediately storm out of your dungeon with all the equanimity of Horny himself unless trapped in a Combat Pit, Temple pool, Prison cell, or stranded on a Stone Bridge surrounded by lava, except:
    • Dwarves can become unhappy and angry, may mostly refuse to work.
    • Imps also, but additionally resist possession.
    • Normal Skeletons experience nothing of the whole ordeal.
  • You might even incite a mutiny![2]

Avoiding being seen is more difficult than it sounds, because winning the jackpot is such a joyous event that even creatures who were not gambling (and even those who cannot gamble!) in the Casino will join in the gaiety; even the 'mindless' Skeletons will go there to disco! The jackpot celebrations abruptly cease if you cast a Call to Arms.

Tips[]

  • 1x3 room can work at a Reinforced Wall or Impenetrable Rock. Or long 1 tile wide corridors. There is actually no need for the payout lever for partial functionality.
  • Be mindful of your digging when preparing room construction! The middle of every third room tile touching either solid rock or Reinforced Wall creates drinking barrels! Creatures can drink from them!
    • Drinking creatures can become drunk. Drunk creatures are supposed to be more resistant to fear effects, from Fear Traps, facing stronger foes, or being affected by the Maiden Fear special ability in multiplayer. Being drunk lasts 120 seconds. However this doesn't work.
  • If a creature you'd want to look at the experience level of just happens to win the Jackpot and its health flower gets replaced with a money sign, you can get rid of it faster if you place the winner into a Treasury which has a lot of money so it can pick the reward up faster and change its health flower back to normal.
    • If you initiate a Call to Arms with the sign still above its head, it remains above its head until he reaches a Treasury after the Call ends. You can literally take a Jackpot Winner to battle.
  • If streamlined happiness is your goal and money is not a factor, you are better off not having a Casino and using a large enough Temple instead. That room can also employ Skeletons! With plenty of side walkway space, so notorious creatures do not fall into the pool due to a bug. If you are extremely tactical with funds, the price of the Temple won't be such a huge blow. (For frugal tactics, read the Gem seam article's segment on how to cope with its absence.)

Bugs[]

  • Creatures approaching wall drinking barrels in a Casino tend to attempt to walk too much and walk straight against the wall before realizing they are in the right place and initiate the interaction.
  • As mentioned above, being drunk doesn't help against fear!

Trivia[]

  • During a Call to Arms, the Casino is a rare room which cannot be used whatsoever even if you drop creatures in it.
  • Creatures cannot interact with the payout lever.
  • In possession, you can interact with the drink barrels with melee attack. Seemingly to no effect. (In newer versions of the game, you are no longer able to do this.)
  • The Casino is rare in a way that it provides two activities a free living creature can do inside it without it being forced to do either: gambling and drinking. Whether only the latter or both increase happiness is unclear.[citation needed] (In the case of a Guard Room going to a Guard Post is not inside the room itself. Furthermore, in the case of both the Torture Chamber and the Combat Pit, one of the activities is forced and cannot be ceased, even if the Mistresses can initiate one of them in the former.)
  • The Casino is also unique in a way that without being surrounded directly by touching Reinforced Walls, the first 3x3 construction of the room is unusable as it needs to house the payout lever gate. (Even a 3x3 Combat Pit may be used to quarantine a creature from the outside world, however distant that might be from the room's intended purpose.)
  • Creatures that choose the Casino by default need to be not hungry or sleepy, not on their way to get payment on payday, don't randomly decide to go to use Training Room when level 1-3, having open door or unrestricted doorway access to Casino, not leaving dungeon, not already assigned to guard or pray, accessible without lava obstacle, close enough to reach while the desire stands, alive, not unconscious, not have too low health to want to sleep-heal instead, happy enough to want to have fun or sad enough to want to down sorrows, and there is no Call to Arms in effect. The easiest examples are Goblin and Salamander. Nearly all creatures can use the Casino, but others tend to be more complicated.
    • Imps and Dwarves cannot use the Casino at all. Skeletons may dance in it frequently, and that is the furthest they get.
    • Mistresses are just obsessed with torture, and frankly are best let do so, even if they are fully capable of using the Casino.
    • Manufacturers: The Troll, the Bile Demon, and the Giant tend to prioritize manufacturing, thankfully. May not do so if manually assigned to Casino. Try checking on them if they may neglect their duties!
    • Researchers: Maiden and Dark Angel prioritize researching, then training, then gambling/drinking. Wizard and Monk prioritize researching, then training, then even praying unless assigned to a Casino. Fairy chooses between researching, training, and then praying if locked from the outside or exploring if not. Warlocks and Vampires interchange training and researching freely, then pray.
    • Scouts (excluding Fairy): Firefly, Rogue, and Thief really want to explore, most of the time even before reaching level 4, if they have access to the outside.
    • Guards: Dark Elves, Elven Archers, Guards, Royal Guards, Knights, Black Knights default to guard duty.
  • The Casino during preliminary development had a different more light sand brown floor, and standing poker barrels were temporarily tried as a wall appliance. Gold got seemingly dropped in this room all over the place at odd locations in unique different large coin formats. The original payout lever was way less visually pleasing. And the room had an extra different wall appliance, slot machines or fruit machines - their spiritual successor was remodeled into being part of My Pet Dungeon Hero Toolboxes.
  • The Casino was supposedly simultaneously developed with the Maiden, which was cut for some reason, and restored with update version 1.7 later.
  • Roulette was invented in the 18th century, making its presence in Dungeon Keeper an anachronism, as Dungeon Keeper is apparently set in medieval times, or at least has a medieval theme.
  • Also known by the redundant name, Casino Room.

Dungeon Keeper Online[]

The Casino was available in Dungeon Keeper Online, and served the same purpose as in Dungeon Keeper 2.[5] It also had the same icon.

References[]

  1. 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.
  2. 2.0 2.1 Bullfrog Productions. (1999). Dungeon Keeper 2 Manual. Electronic Arts.
  3. Bullfrog Productions (1999). Dungeon Keeper 2 (Microsoft Windows) (1.7 ed.). Electronic Arts.
  4. Bullfrog Productions (2000). Dungeon Keeper 2 Editor (Microsoft Windows) (version 2.0). Electronic Arts. Screen: Configure Object Types.
  5. 赌场 (Chinese) (17 August 2011). Retrieved on 15 April 2020.
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