The Guard Post is a trap in Dungeon Keeper 2 that you can build.
Description[]
It informs your creatures performing guard duty in a nearby Guard Room of the presence of enemies. Any friendly creatures serving in a nearby Guard Room will come to investigate.
To build it, you will need a Workshop, workers who would manufacture there (Troll, Bile Demon, Giant), and means to obtain those workers (via Portal, Mercenary Portal, torture conversion, Temple sacrifices, or claiming neutral creatures).
Tips[]
- Supplement your Guard Rooms with this trap to increase the effective protection of your dungeon in defensive blind spots of suspected enemy invasion avenues.
- As the suspicion of expectation would dictate, it doesn't work without a Guard Room. The flame doesn't even light up.
- You can use them to relieve stress on Guard Room population if you have many guards by taking some of them on patrol routes. Just be mindful where you take them, not too far from food or money.
- The Guard Post is so sensitive, it sees even peaceful hostiles, even through walls, even without a route to reach them to perform melee attacks on them by responders within the trap's effectiveness range. Due to this relative hypersensitivity, it may turn out to be a considerable obstacle not to put it so close to the otherwise normal location of the enemy to constantly produce a series of false positives.
- To avoid trap influence overreach, don't place the post into the middle of the zone you wish to guard, but let its detection area cover that place instead.
- They may be just the right thing to guard Gem Seams in surrounding limited space.
- You can place them directly on claimed Mana Vaults.
- May be the only way to secure tiny islands in a river of lava or water.
- As a generous gesture, Guard Posts have 0 mana drain and 0 mana to fire. Compared to other traps, this is quite helpful.
- Do not put Vampires in Guard Rooms that are supposed to send patrols to a Guard Post through a body of water, for eventually they may get damaged, resurrect, and even die. Or preferably don't use Vampires as guards at all.
- Inaccessible Guard Posts don't draw patrols and don't call responders. (If you lock it away with a locked door, the status needs some time to refresh.)
- Supposedly cannot see Invisible Rogues and Thieves.
Bugs[]
- Sometimes the flame may not be continuous, but intermittently light up for shorter periods then extinguish itself, then light up again, and so on.
- The post itself can be set up misaligned with the center of the tile, and the flame can be even more offset towards the same direction. A double misalignment.
- Creatures reporting danger at a Guard Post may get stuck running.
Trivia[]
- The Guard Post, the Alarm Trap, and the Trigger Trap are three items among traps that don't really perform any active effect neither in offense nor in defense, thus makes them more like tools than actual traps. The Guard Post is basically a security system for creatures.
- This "trap" is unique in its fact that it is intrinsically connected to a room, the Guard Room.
- It has the lowest cost tied with Trigger Trap, but also lowest health tied with Trigger and Alarm Traps.
- The pole itself is the same object seen in the corners of Guard Rooms.
- When there is a creature assigned to visiting it, the flame will light up.
- In the campaign it gets introduced on a level where it is highly ineffective at.
- This trap seems to work similarly to the Call to Arms spell, attracting your creatures to the area.
- It also works similarly to the Alarm Trap from the original Dungeon Keeper, which attracts your creatures to the activated trap, unlike the Dungeon Keeper 2 Alarm Trap, which only alerts the player.
- On the original www.dungeonkeeper.com promotional website, this trap was missing for some reason.