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A type of Mook
that patrols around a certain area, alerting its allies if it spots something suspicious or an intruder. In Stealth Based Games
, these sorts of enemies must be evaded, knocked out, or killed in a certain way lest other mooks discover their downed ally and/or the player or even cause a game over.
Compared to regular Mooks, they can be nearly the same except having equipment used in monitoring for intruders and may have devices to alert allies such as alarms. They may be accompanied by dogs, or some fantastic counterpart, which assist them in sniffing out enemies and attacking them
. Alternatively they may use Surveillance Drones
for the same purposes. Stat-wise, they may be frailer than regular Mooks so they can be easily dispatched if done properly.
Typically these sorts of Mooks are classified as "security guards" or just "guards".
See also Enemy Summoner
and The Guards Must Be Crazy
. Compare Roaming Enemy
- Superman II: Non kills a guard with a Neck Snap, but not before the guard activates a device on his belt and raises the alarm.
- Dungeons & Dragons.
- A number of adventures have included guards who can summon reinforcements.
- T1 The Village of Hommlet. When one group of guards is encountered, they make a low hooting sound that brings more guards. If they're being defeated they start howling, which summons all of the remaining opponents.
- T1-4 The Temple of Elemental Evil. A group of hobgoblins will strike a gong to alert other nearby guards and bring them to attack.
- Dragon magazine #132 article "With All the Trappings": a guard in the Grey Griffon Inn can pound on a gong with a mallet and arouse the entire inn.
- Dragon magazine #64 article "The Assassins' Run". In the Forgotten Realms campaign setting, the Shadow Thieves use the title obstacle course for training purposes. In one of the rooms, trainees must prevent two guards from striking an alarm gong or they will fail the course.
- Castle Wolfenstein: If one of the guards sees you while you aren't wearing a uniform (and for SS guards, even if you are), he will call out to alert other guards and possibly activate an alarm.
- The purpose of the regular soldiers in Metal Gear Solid 2. When they see you, they'll call for back-up and more heavily armored and better organized soldiers will arrive to assist; these guys are the real killers. These regular soldiers are little threat on their own (except on higher difficulties) and the real threat they pose is calling in these kill-squads.
- Batman: Arkham Asylum and Batman: Arkham City: Later in the game, Mooks will have devices on them that alert each other if they are knocked out, causing the rest to be more cautious and more scared.
- Most Pre Existing Encounters in Final Fantasy XIII who aren't nailed to a particular spot are this. They are usually easier than stationary enemies because you can get a preemptive attack on them while their back is turned.
- BioShock Infinite: The Boys of Silence act like this; if they detect you they will call in other opponents to attack you.
- Dishonored: City Watchmen, Overseers, Street Gangs, and even Assassins.
- Zone of the Enders: In the first game. In the map screen, you can see their patrolling routes and where they are.
- The Legend of Zelda: Skyward Sword: The Watcher awakens Guardians in the Silent Realm when it spots Link.
- Most mooks in the Metal Gear series.
- The first Boktai game focused heavily on this mechanic, which was found less and less as the franchise moved on and strayed away from stealth. Lunar Knights brought back these guys in the form of nasty Demonic Spiders that were quick, hard to avoid, even harder to kill, and would one-shot you in exactly 10 seconds if they spotted you.
- Ustanak makes use of little flying bug things at one point in Resident Evil 6 to hunt you down. You had to sneak up and kill them from behind, and if one spotted you you'd better run for dear life for that dumpster. Making matters worse was that Ustanak would figure out to check the dumpster on the third time.