The Guard is a hero unit in Dungeon Keeper 2.
Description[]

Guard panel icon
The Guard is a sturdy hero that wears a chainmail, a chestplate, and wields a spear to inflict deadly hits, as well as strike fear into their evil foes.
Guards are fairly heavily 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, Fireflies, and Warlocks, so a lot of creatures must be used to assault them (when outside a Combat Pit), additionally it's recommended to use Thunderbolt to weaken them.
Once converted, a Guard automatically patrols in the Guard Room or trains in the Training Room 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.

Guard Concept Art
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) |
Tips[]
- You may need to manually put them to train in a Training Room.
- Thematically great to work as a guard either in a Guard Room near a Treasury, or on Guard Post patrol routes leading close by to one.
- Later if you can acquire their better cousins, the Royal Guards, and you need to choose one, obviously the latter are better.
- Guards have the passive special creature ability named Trap Revealing, but strangely, not Royal Guards.
- Guards, being melee only creatures, are great at guarding against groups that actually want to attack, but without ranged abilities they aren't ideal against hostile explorers who just wandered too close.
Bugs[]
- Has the old artifact bug of having purple weapon trace trails if having high efficiency in a Training Room, possibly when a creature he hates is nearby, and may even stay and attempt to train after reaching level 4.
Trivia[]
- 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.
- Guards should be able to spot cloaked Rogues and Thieves.[1] But as of the current observable modern states of the game, Uncloaking doesn't work. It's reason is unknown.
- Guards and Royal Guards have the same models, extremely similar textures, pickup icons, and panel icons.
- Guards & Royal Guards - They have a baton melee attack ability icon but a lance as an actual weapon.
References[]
- ↑ Dungeon Keeper 2 Manual. p. 73.
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