Dungeon Keeper Wiki

The Guard is a hero unit in Dungeon Keeper 2.


The Guard is a sturdy hero that wears a chainmail plate and wields a spear to inflict deadly hits, as well as strike fear into their evil foes.

Guards are fairly heavy armoured and have impressive attack power. They are not to be underestimated, as they deal a decent quantity of damage.

Guards are found in the campaign from the early campaign protecting the Lord of the Land and in later levels they patrol rooms in heroic strongholds in greater numbers, alongside their stronger allies, the Knights and the Elven Archers.

Sometimes Guards are among those hero parties that try to assault the Keeper's dungeon.

Unless heavily outnumbered their appearance might frighten Goblins and Warlocks, so a lot of creatures must be used to assault them, it's recommended to use Thunderbolt to weaken them.

Once converted, a Guard automatically patrols in the Guard Room or trains if there are none. They are also useful in fending off enemy creatures from the dungeon and in group they become deadly, they're excellent in crowd control.

For their good health, attack power and fear, Guards should be always converted whenever possible, as they can greatly help bulk out the defensive line in the early stages of Campaign mode.

The Mentor's Thoughts[]

"A Guard has entered your ranks. This stalwart minion can hold off many enemies with his lance."
The Mentor, Pet Dungeon Mode (DK2)


  • They are worthy soldiers and once converted settle in nicely, the only thing that upsets them is Mistresses, so it's wise to keep them apart, preferably with the Guard(s) set up in a different Lair, possibly along with any other converted Heroes.
  • They have the same quantity of health as a Dark Angel, which is less than Knights or Black Knights, but more than Mistresses. It's arguably much better to convert these than to let them rot into Skeletons if you can afford the wage.



  1. Dungeon Keeper 2 Manual. p. 73.