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* ''VideoGame/PAYDAY2'': Security guards may patrol the various locations you are trying to rob. They'll raise the alarm if they see you or evidence of your activities, or if you fail to answer their [[DeadMansSwitch pager]] in time after killing one.

to:

* ''VideoGame/PAYDAY2'': Security guards may patrol the various locations you are trying to rob. They'll raise the alarm if they see you or evidence of your activities, or if you fail to answer their [[DeadMansSwitch pager]] in time after killing one.killing/intimidating one.
* Guards act much the same in ''VideoGame/PAYDAY3'', though the pagers are more forgiving
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* ''VideoGame/MedalOfHonor'': ''Underground'' has a UniqueEnemy type in the Casablanca levels, German spies clad in white and wearing a red fez. They're very lightly armed (their sole weapon is a dinky little pistol) and have pathetic health, but when they see you they will run off to warn nearby German troops of your presence.

to:

* ''VideoGame/MedalOfHonor'': ''Underground'' ''VideoGame/MedalOfHonorUnderground'' has a UniqueEnemy type in the Casablanca levels, German spies clad in white and wearing a red fez. They're very lightly armed (their sole weapon is a dinky little pistol) and have pathetic health, but when they see you they will run off to warn nearby German troops of your presence.
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* ''VideoGame/Corridor7AlienInvasion'' have {{Oculothorax}} monsters whose roles are to locate you and alert other alien enemies. They look like eyeballs, fittingly enough.
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[[caption-width-right:350:And now with 50% less peripheral vision!]]

to:

[[caption-width-right:350:And now with [[BlindAlley 50% less peripheral vision!]]
vision]]!]]
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[[folder:Film]]

to:

[[folder:Film]][[folder:Films -- Live-Action]]

Added: 5346

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Removed: 5632

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[[folder:Fan Fic]]
* ''Fanfic/TouhouDoujinDawitsusFolly'': Ran Yakumo is notably [[spoiler:the only Shikigami of Dawitsu shown to be capable at dealing with intruders.]]
* In the ''Literature/{{Discworld}}'' of Creator/AAPessimal, the Guild of Assassins teaches ''strategies'' for dealing with anyone guarding the client, as it is considered to be bad manners and exceedingly poor professional technique for the Assassin to inhume anyone other than the client they are contracted for. Assassins are also taught to be polite and courteous to servants and hired help, in whatever context they encounter them. Therefore there are strategies for ''incapacitating'' bodyguards, footsoldiers and all those others who might come under the general heading of "mook". This might, for instance, involving dropping a quantity of an ergot-based psychotropic drug in the tea-urn, so that the guards have [[MushroomSamba an altered state of consciousness]] for a few hours in which black-clad Assassins (if glimpsed) are taken to be part of a bad trip.

to:

[[folder:Fan Fic]]
[[folder:Action]]
* ''Fanfic/TouhouDoujinDawitsusFolly'': Ran Yakumo ''VideoGame/TheEndTimesVermintide'': The Stormvermin Patrol [[RatMen Skaven]] consist of four to six {{Heavily Armored|Mook}} EliteMooks that patrol a stretch of area, which can easily take down heroes very quickly. Naturally, the best way to deal with them is notably [[spoiler:the to find a spot that's far from their patrol route and avoid them altogether.
* ''VideoGame/RiseToHonor'': The security guards in the stealth sections will patrol designated areas with their flashlights. Stepping into their flashlight beams is an instant GameOver as they call for backup to deal with you, but they're mostly blind and deaf to anything outside the beams with
only Shikigami a couple of Dawitsu shown exceptions: some guards are skittish and will check behind themselves if they think they hear something, while guards that patrol as a pair will react to be capable at dealing with intruders.]]
their partner being taken out.
* ''VideoGame/ZoneOfTheEnders'': In the ''Literature/{{Discworld}}'' of Creator/AAPessimal, first game. In the Guild of Assassins teaches ''strategies'' for dealing with anyone guarding the client, as it is considered to be bad manners map screen, you can see their patrolling routes and exceedingly poor professional technique for the Assassin to inhume anyone other than the client where they are contracted for. Assassins are also taught to be polite and courteous to servants and hired help, in whatever context they encounter them. Therefore there are strategies for ''incapacitating'' bodyguards, footsoldiers and all those others who might come under the general heading of "mook". This might, for instance, involving dropping a quantity of an ergot-based psychotropic drug in the tea-urn, so that the guards have [[MushroomSamba an altered state of consciousness]] for a few hours in which black-clad Assassins (if glimpsed) are taken to be part of a bad trip. are.



[[folder:Film]]
* ''Film/RioLobo'': The bad guys have henchmen marching around parts of town at night (who Cardona narrowly evades) and doing the same to guard the BigBad's ranch.
* Inverted in ''Film/SupermanII'': Non, one of the bad guys, kills a guard with a NeckSnap, but not before the guard activates a device on his belt and raises the alarm.

to:

[[folder:Film]]
[[folder:Action-Adventure]]
* ''Film/RioLobo'': The bad guys ''VideoGame/BatmanArkhamAsylum'' and ''VideoGame/BatmanArkhamCity'': Later in the game, Mooks will have henchmen marching around parts of town at night (who Cardona narrowly evades) devices on them that alert each other if they are knocked out, causing the rest to be more cautious and doing the same to guard the BigBad's ranch.
more scared.
* Inverted in ''Film/SupermanII'': Non, ''VideoGame/CastleWolfenstein'': If one of the bad guys, kills guards sees you while you aren't wearing a guard with a NeckSnap, but not before uniform (and for SS guards, even if you are), he will call out to alert other guards and possibly activate an alarm.
* ''VideoGame/TheLegendOfZeldaSkywardSword'': The Watcher awakens Guardians in
the guard activates a device on his belt and raises the alarm.Silent Realm when it spots Link.



[[folder:Tabletop RPG]]
* ''TabletopGame/DungeonsAndDragons''.
** 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 ''TabletopGame/ForgottenRealms'' 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.

to:

[[folder:Tabletop RPG]]
[[folder:Horror]]
* ''TabletopGame/DungeonsAndDragons''.
** 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
''VideoGame/{{Detention}}'': Once you approach a low hooting sound that brings more guards. If they're being defeated they start howling, which summons ''all'' lantern spectre, Ray needs to hold her breath and don't look at it the moment it lowers its head to check on her. It will strangle Ray to death once it spots her, should she fails to do any of the remaining opponents.
*** T1-4 ''The Temple of Elemental Evil''. A group of hobgoblins
actions
* ''VideoGame/ThePersistence'': Blood Hounds are the only enemy who
will strike a gong open doors and enter different rooms. If it sees or hears you, closing the doors behind you won't stop it from coming after you.
* ''VideoGame/ResidentEvil6'': [[ImplacableMan Ustanak]] makes use of little flying bug things at one point
to alert 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 [[ItCanThink figure out]] to check the dumpster [[HaveANiceDeath on the third time]].
* ''VideoGame/SirYouAreBeingHunted'': Balloons, unarmed but equipped with searchlights, patrol the islands in search for the player. If they see you, they sound the alarm and attract
other nearby guards and bring them robots 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 ''TabletopGame/ForgottenRealms'' 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.
your location.



[[folder:Video Games]]
* ''VideoGame/BatmanArkhamAsylum'' and ''VideoGame/BatmanArkhamCity'': 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.

to:

[[folder:Video Games]]
[[folder:[=MMOs=]]]
* ''VideoGame/BatmanArkhamAsylum'' and ''VideoGame/BatmanArkhamCity'': Later ''VideoGame/{{Warframe}}'': Data vaults in [[StealthBasedMission spy missions]] frequently feature guards that will run to trip the vaults SelfDestructingSecurity when they spot you. Grineer vaults in particular feature [[SurveillanceDrone sensor regulators]] which will trip the alarm the moment you get into their cone of view or land a non-lethal hit on them.
[[/folder]]

[[folder:Platformers]]
* ''VideoGame/MegaManZero1'': The first features a unique teal-colored Pantheon guardian with a conical line-of-sight that will call in reinforcements if spotted. They only appear
in the game, Mooks stealth-based "Hidden Base" mission.
* ''VideoGame/SonicHeroes'': [[ColorCodedForYourConvenience Yellow Egg Flappers]] are equipped with searchlights and
will have devices summon enemies if you enter their field of vision.
[[/folder]]

[[folder:Roguelikes]]
* ''VideoGame/FTLFasterThanLight'': You may stumble upon [[TheRevolutionWillNotBeCivilized Rebel]] ships that will start charging up their FTL engines the moment they spot you. If you let them jump away, they will alert [[AdvancingWallOfDoom their fleet]] about your position, making it advance twice as fast on your next jump.
[[/folder]]

[[folder:[=RPGs=]]]
* ''VideoGame/{{Boktai}}'': The first game focuses heavily on this mechanic, which is found less and less as the franchise moves on and strays away from stealth. ''VideoGame/LunarKnights'' brings these guys back in the form of nasty DemonicSpiders that are quick, hard to avoid, even harder to kill, and [[InstantKill one-shot]] you in exactly ten seconds if they spot you.
* ''VideoGame/FinalFantasyXIII'': Most PreExistingEncounters 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.
* ''VideoGame/HorizonZeroDawn'': Both machines and humans make use of these. Watchers are unsurprisingly one of the most frequent enemy types used for this purpose. Aloy's [[AugmentedReality Focus]] can highlight the tracks of patrolling mooks to make it easier to evade or ambush them.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': Sneaking into Avishun Castle means sneaking around guards
that alert each other if they are knocked out, causing the rest move in set patterns, leaving blind spots that you can use to be more cautious and more scared.sneak around.
[[/folder]]

[[folder:Shooters]]



* The first ''VideoGame/{{Boktai}}'' game focused heavily on this mechanic, which was found less and less as the franchise moved on and strayed away from stealth. ''VideoGame/LunarKnights'' brought back these guys in the form of nasty DemonicSpiders that were quick, hard to avoid, even harder to kill, and would [[InstantKill one-shot]] you in exactly 10 seconds if they spotted you.
* ''VideoGame/CastleWolfenstein'': 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.
* ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'': The Siren Monokuma sounds the alarm on its head to assemble other Monokumas if it spots Komaru.
* ''VideoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].
* ''VideoGame/{{Detention}}'': Once you approach a lantern spectre, Ray needs to hold her breath and don't look at it the moment it lowers its head to check on her. It will strangle Ray to death once it spots her, should she fails to do any of the actions
* ''VideoGame/{{Dishonored}}'': City Watchmen, Overseers, Street Gangs, and even Assassins.
* Most PreExistingEncounters in ''VideoGame/FinalFantasyXIII'' 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.
* In ''VideoGame/FTLFasterThanLight'', you may stumble upon [[TheRevolutionWillNotBeCivilized Rebel]] ships that will start charging up their FTL engines the moment they spot you. If you let them jump away, they will alert [[AdvancingWallOfDoom their fleet]] about your position, making it advance twice as fast on your next jump.
* Both machines and humans make use of these in ''VideoGame/HorizonZeroDawn''. Watchers are unsurprisingly one of the most frequent enemy types used for this purpose. Aloy's [[AugmentedReality Focus]] can highlight the tracks of patrolling mooks to make it easier to evade or ambush them.
* ''VideoGame/TheLegendOfZeldaSkywardSword'': The Watcher awakens Guardians in the Silent Realm when it spots Link.
* A couple of stages in ''VideoGame/LuminousAvengerIx'' feature Patrol Bots that pace back and forth with their line of sight represented by an infared system. Getting spotted or attacking them will cause their head to lock in place and BeamSpam intruders until either of them go down, or escape a distance away from them. Bullit Dashing on them without being spotted will displace the robot's head and remove them as a threat.

to:

* The first ''VideoGame/{{Boktai}}'' game focused heavily on this mechanic, which was found less and less as the franchise moved on and strayed away from stealth. ''VideoGame/LunarKnights'' brought back these guys in the form of nasty DemonicSpiders that were quick, hard to avoid, even harder to kill, and would [[InstantKill one-shot]] you in exactly 10 seconds if they spotted you.
* ''VideoGame/CastleWolfenstein'': 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.
* ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'': The Siren Monokuma sounds the alarm on its head to assemble other Monokumas if it spots Komaru.
* ''VideoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].
* ''VideoGame/{{Detention}}'': Once you approach a lantern spectre, Ray needs to hold her breath and don't look at it the moment it lowers its head to check on her. It will strangle Ray to death once it spots her, should she fails to do any of the actions
* ''VideoGame/{{Dishonored}}'': City Watchmen, Overseers, Street Gangs, and even Assassins.
* Most PreExistingEncounters in ''VideoGame/FinalFantasyXIII'' 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.
* In ''VideoGame/FTLFasterThanLight'', you may stumble upon [[TheRevolutionWillNotBeCivilized Rebel]] ships that will start charging up their FTL engines the moment they spot you. If you let them jump away, they will alert [[AdvancingWallOfDoom their fleet]] about your position, making it advance twice as fast on your next jump.
* Both machines and humans make use of these in ''VideoGame/HorizonZeroDawn''. Watchers are unsurprisingly one of the most frequent enemy types used for this purpose. Aloy's [[AugmentedReality Focus]] can highlight the tracks of patrolling mooks to make it easier to evade or ambush them.
* ''VideoGame/TheLegendOfZeldaSkywardSword'': The Watcher awakens Guardians in the Silent Realm when it spots Link.
*
''VideoGame/LuminousAvengerIx'': A couple of stages in ''VideoGame/LuminousAvengerIx'' feature Patrol Bots that pace back and forth with their line of sight represented by an infared system. Getting spotted or attacking them will cause their head to lock in place and BeamSpam intruders until either of them go down, or escape a distance away from them. Bullit Dashing on them without being spotted will displace the robot's head and remove them as a threat.



* The first ''VideoGame/MegaManZero1'' featured a unique teal-colored Pantheon guardian with a conical line-of-sight that will call in reinforcements if spotted. Fittingly they only appeared in the stealth-based "Hidden Base" mission.

to:

* The first ''VideoGame/MegaManZero1'' featured a unique teal-colored Pantheon guardian with a conical line-of-sight that will call in reinforcements ''VideoGame/PAYDAY2'': Security guards may patrol the various locations you are trying to rob. They'll raise the alarm if spotted. Fittingly they only appeared see you or evidence of your activities, or if you fail to answer their [[DeadMansSwitch pager]] in the stealth-based "Hidden Base" mission.time after killing one.
[[/folder]]

[[folder:Stealth-Based Games]]



* Security guards in ''VideoGame/PAYDAY2'' may patrol the various locations you are trying to rob. They'll raise the alarm if they see you or evidence of your activities, or if you fail to answer their [[DeadMansSwitch pager]] in time after killing one.

* Blood Hounds are the only enemy in ''VideoGame/ThePersistence'' who will open doors and enter different rooms. If it sees or hears you, closing the doors behind you won't stop it from coming after you.
* [[ImplacableMan Ustanak]] makes use of little flying bug things at one point in ''VideoGame/ResidentEvil6'' 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 [[ItCanThink figure out]] to check the dumpster [[HaveANiceDeath on the third time]].
* The security guards in the stealth sections of ''VideoGame/RiseToHonor'' will patrol designated areas with their flashlights. Stepping into their flashlight beams is an instant GameOver as they call for backup to deal with you, but they're mostly blind and deaf to anything outside the beams with only a couple of exceptions: some guards are skittish and will check behind themselves if they think they hear something, while guards that patrol as a pair will react to their partner being taken out.
* ''VideoGame/SonicHeroes'': [[ColorCodedForYourConvenience Yellow Egg Flappers]] are equipped with searchlights and will summon enemies if you enter their field of vision.
* The Stormvermin Patrol [[RatMen Skaven]] from ''[[VideoGame/TheEndTimesVermintide Warhammer: End Times- Vermintide]]''. They consist of 4-6 {{Heavily Armored|Mook}} EliteMooks that patrol a stretch of area, which can easily take down heroes very quickly. Naturally, the best way to deal with them is to find a spot that's far from their patrol route and avoid them altogether.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': Sneaking into Avishun Castle means sneaking around guards that move in set patterns, leaving blind spots that you can use to sneak around.
* Data vaults in ''VideoGame/{{Warframe}}'''s [[StealthBasedMission spy missions]] frequently feature guards that will run to trip the vaults SelfDestructingSecurity when they spot you. Grineer vaults in particular feature [[SurveillanceDrone sensor regulators]] which will trip the alarm the moment you get into their cone of view or land a non-lethal hit on them.
* ''VideoGame/ZoneOfTheEnders'': In the first game. In the map screen, you can see their patrolling routes and where they are.



%%[[folder:Web Comics]]
%%* Bob and Larry from ''Webcomic/{{Zoophobia}}''.

to:

%%[[folder:Web Comics]]
[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons''.
** 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 ''TabletopGame/ForgottenRealms'' 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.
[[/folder]]

[[folder:Visual Novels]]
* ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'': The Siren Monokuma sounds the alarm on its head to assemble other Monokumas if it spots Komaru.
[[/folder]]

[[folder:Other]]
* ''VideoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].
[[/folder]]

!!Non-Game Examples

[[folder:Fan Works]]
* ''Fanfic/TouhouDoujinDawitsusFolly'': Ran Yakumo is notably [[spoiler:the only Shikigami of Dawitsu shown to be capable at dealing with intruders.]]
* In the ''Literature/{{Discworld}}'' of Creator/AAPessimal, the Guild of Assassins teaches ''strategies'' for dealing with anyone guarding the client, as it is considered to be bad manners and exceedingly poor professional technique for the Assassin to inhume anyone other than the client they are contracted for. Assassins are also taught to be polite and courteous to servants and hired help, in whatever context they encounter them. Therefore there are strategies for ''incapacitating'' bodyguards, footsoldiers and all those others who might come under the general heading of "mook". This might, for instance, involving dropping a quantity of an ergot-based psychotropic drug in the tea-urn, so that the guards have [[MushroomSamba an altered state of consciousness]] for a few hours in which black-clad Assassins (if glimpsed) are taken to be part of a bad trip.
[[/folder]]

[[folder:Film]]
* ''Film/RioLobo'': The bad guys have henchmen marching around parts of town at night (who Cardona narrowly evades) and doing the same to guard the BigBad's ranch.
* Inverted in ''Film/SupermanII'': Non, one of the bad guys, kills a guard with a NeckSnap, but not before the guard activates a device on his belt and raises the alarm.
[[/folder]]

%%[[folder:Webcomics]]
%%* ''Webcomic/{{Zoophobia}}'': Bob and Larry from ''Webcomic/{{Zoophobia}}''.Larry.
Is there an issue? Send a MessageReason:
None

Added DiffLines:


* Blood Hounds are the only enemy in ''VideoGame/ThePersistence'' who will open doors and enter different rooms. If it sees or hears you, closing the doors behind you won't stop it from coming after you.

Added: 672

Changed: 1

Is there an issue? Send a MessageReason:
None


* ''VideoGame/MedalOfHonor'': ''Underground'' has a UniqueEnemy type in the Casablanca levels, German spies clad in white and wearing a red fez. They're very lightly armed (their sole weapon is a dinky little pistol) and have pathethic health, but when they see you they will run off to warn nearby German troops of your presence.

to:

* ''VideoGame/MedalOfHonor'': ''Underground'' has a UniqueEnemy type in the Casablanca levels, German spies clad in white and wearing a red fez. They're very lightly armed (their sole weapon is a dinky little pistol) and have pathethic pathetic health, but when they see you they will run off to warn nearby German troops of your presence.


Added DiffLines:

* The security guards in the stealth sections of ''VideoGame/RiseToHonor'' will patrol designated areas with their flashlights. Stepping into their flashlight beams is an instant GameOver as they call for backup to deal with you, but they're mostly blind and deaf to anything outside the beams with only a couple of exceptions: some guards are skittish and will check behind themselves if they think they hear something, while guards that patrol as a pair will react to their partner being taken out.
* ''VideoGame/SonicHeroes'': [[ColorCodedForYourConvenience Yellow Egg Flappers]] are equipped with searchlights and will summon enemies if you enter their field of vision.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* A couple of stages in ''VideoGame/LuminousAvengerIx'' feature Patrol Bots that pace back and forth with their line of sight represented by an infared system. Getting spotted or attacking them will cause their head to lock in place and BeamSpam intruders until either of them go down, or escape a distance away from them. Bullit Dashing on them without being spotted will displace the robot's head and remove them as a threat.

Changed: 361

Removed: 389

Is there an issue? Send a MessageReason:


* The ''Franchise/MetalGear'' series is the poster boy for stealth based genre.
** The purpose of the regular soldiers in ''VideoGame/MetalGearSolid2SonsOfLiberty''. 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.

to:

* The ''Franchise/MetalGear'' series ''VideoGame/MetalGearSolid2SonsOfLiberty'': This is the poster boy for stealth based genre.
** The
purpose of the regular soldiers in ''VideoGame/MetalGearSolid2SonsOfLiberty''.soldiers. 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.

Added: 2531

Changed: 1646

Removed: 2093

Is there an issue? Send a MessageReason:
None


* ''VideoGame/CastleWolfenstein'': 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 ''VideoGame/MetalGearSolid2SonsOfLiberty''. 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.



* Most PreExistingEncounters in ''VideoGame/FinalFantasyXIII'' 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.



* The first ''VideoGame/{{Boktai}}'' game focused heavily on this mechanic, which was found less and less as the franchise moved on and strayed away from stealth. ''VideoGame/LunarKnights'' brought back these guys in the form of nasty DemonicSpiders that were quick, hard to avoid, even harder to kill, and would [[InstantKill one-shot]] you in exactly 10 seconds if they spotted you.
* ''VideoGame/CastleWolfenstein'': 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.
* ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'': The Siren Monokuma sounds the alarm on its head to assemble other Monokumas if it spots Komaru.
* ''VideoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].



* ''VideoGame/ZoneOfTheEnders'': In the first game. In the map screen, you can see their patrolling routes and where they are.

to:

* ''VideoGame/ZoneOfTheEnders'': In the first game. In the map screen, Most PreExistingEncounters in ''VideoGame/FinalFantasyXIII'' who aren't nailed to a particular spot are this. They are usually easier than stationary enemies because you can see get a preemptive attack on them while their back is turned.
* In ''VideoGame/FTLFasterThanLight'', you may stumble upon [[TheRevolutionWillNotBeCivilized Rebel]] ships that will start charging up their FTL engines the moment they spot you. If you let them jump away, they will alert [[AdvancingWallOfDoom their fleet]] about your position, making it advance twice as fast on your next jump.
* Both machines and humans make use of these in ''VideoGame/HorizonZeroDawn''. Watchers are unsurprisingly one of the most frequent enemy types used for this purpose. Aloy's [[AugmentedReality Focus]] can highlight the tracks of
patrolling routes and where they are.mooks to make it easier to evade or ambush them.



* Most mooks in the ''VideoGame/MetalGear'' series.
* ''VideoGame/MedalOfHonor'': ''Underground'' has a UniqueEnemy type in the Casablanca levels, German spies clad in white and wearing a red fez. They're very lightly armed (their sole weapon is a dinky little pistol) and have pathethic health, but when they see you they will run off to warn nearby German troops of your presence.
* The first ''VideoGame/{{Boktai}}'' game focused heavily on this mechanic, which was found less and less as the franchise moved on and strayed away from stealth. ''VideoGame/LunarKnights'' brought back these guys in the form of nasty DemonicSpiders that were quick, hard to avoid, even harder to kill, and would [[InstantKill one-shot]] you in exactly 10 seconds if they spotted you.

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* Most mooks in the ''VideoGame/MetalGear'' series.
* ''VideoGame/MedalOfHonor'': ''Underground'' has a UniqueEnemy type in the Casablanca levels, German spies clad in white and wearing a red fez. They're very lightly armed (their sole weapon is a dinky little pistol) and have pathethic health, but when they see you they will run off to warn nearby German troops of your presence.
presence.
* The first ''VideoGame/{{Boktai}}'' game focused ''VideoGame/MegaManZero1'' featured a unique teal-colored Pantheon guardian with a conical line-of-sight that will call in reinforcements if spotted. Fittingly they only appeared in the stealth-based "Hidden Base" mission.
* The ''Franchise/MetalGear'' series is the poster boy for stealth based genre.
** The purpose of the regular soldiers in ''VideoGame/MetalGearSolid2SonsOfLiberty''. When they see you, they'll call for back-up and more
heavily on this mechanic, which was found less armored and less as the franchise moved on and strayed away from stealth. ''VideoGame/LunarKnights'' brought back better organized soldiers will arrive to assist; these guys in are the form of nasty DemonicSpiders that were quick, hard to avoid, even harder to kill, real killers. These regular soldiers are little threat on their own (except on higher difficulties) and would [[InstantKill one-shot]] the real threat they pose is calling in these kill-squads.
* Security guards in ''VideoGame/PAYDAY2'' may patrol the various locations
you in exactly 10 seconds are trying to rob. They'll raise the alarm if they spotted you.see you or evidence of your activities, or if you fail to answer their [[DeadMansSwitch pager]] in time after killing one.



* ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'': The Siren Monokuma sounds the alarm on its head to assemble other Monokumas if it spots Komaru.



* Security guards in ''VideoGame/PAYDAY2'' may patrol the various locations you are trying to rob. They'll raise the alarm if they see you or evidence of your activities, or if you fail to answer their [[DeadMansSwitch pager]] in time after killing one.



* In ''VideoGame/FTLFasterThanLight'', you may stumble upon [[TheRevolutionWillNotBeCivilized Rebel]] ships that will start charging up their FTL engines the moment they spot you. If you let them jump away, they will alert [[AdvancingWallOfDoom their fleet]] about your position, making it advance twice as fast on your next jump.
* ''VideoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].



* Both machines and humans make use of these in ''VideoGame/HorizonZeroDawn''. Watchers are unsurprisingly one of the most frequent enemy types used for this purpose. Aloy's [[AugmentedReality Focus]] can highlight the tracks of patrolling mooks to make it easier to evade or ambush them.

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* Both machines and humans make use of these in ''VideoGame/HorizonZeroDawn''. Watchers are unsurprisingly one of ''VideoGame/ZoneOfTheEnders'': In the most frequent enemy types used for this purpose. Aloy's [[AugmentedReality Focus]] first game. In the map screen, you can highlight the tracks of see their patrolling mooks to make it easier to evade or ambush them.routes and where they are.
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* ''VideoGame/MedalOfHonor'': ''Underground'' has a UniqueEnemy type in the Casablanca levels, German spies clad in white and wearing a red fez. They're very lightly armed (their sole weapon is a dinky little pistol) and have pathethic health, but when they see you they will run off to warn nearby German troops of your presence.
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More often than not, Patrolling Mooks tend to be {{Invincible Minor Minion}}s that the player cannot fight back against. At best, the player character will be locked in a CardboardPrison when caught; sometimes Patrolling Mooks have to catch you to transport you there, and other times it only takes them spotting you for your character to surrender on the spot (often despite [[StupidSurrender having previously proving themselves capable of defeating any other mook with one hand behind their back]]). At worst, Patrolling Mooks will be similar to the InstakillMook in that they can OneHitKill your character, if not causing an instant GameOver as soon as they see you. As a result, the former variant are usually more annoying than deadly, while the latter are real threats.

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More often than not, Patrolling Mooks tend to be {{Invincible Minor Minion}}s that the player cannot fight back against. At best, the player character will be locked in a CardboardPrison when caught; sometimes Patrolling Mooks have to catch you to transport you there, and other times it only takes them spotting you for your character to surrender on the spot (often despite [[StupidSurrender having previously proving themselves being more than capable of defeating fighting their way out in any other mook with one hand behind their back]]).circumstance]]). At worst, Patrolling Mooks will be similar to the InstakillMook in that they can OneHitKill your character, if not causing an instant GameOver as soon as they see you. As a result, the former variant are usually more annoying than deadly, while the latter are real threats.
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More often than not, Patrolling Mooks tend to be {{Invincible Minor Minion}}s that the player character cannot defend themselves against. At best, the player character will be locked in a CardboardPrison when caught; sometimes Patrolling Mooks have to catch you to transport you there, and other times it only takes them spotting you for your character to surrender on the spot (often despite [[StupidSurrender having previously proving themselves capable of defeating any other mook with one hand behind their back]]). At worst, Patrolling Mooks will be similar to the InstakillMook in that they can OneHitKill your character, if not causing an instant GameOver as soon as they see you. As a result, the former variant are usually more annoying than deadly, while the latter are real threats.

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More often than not, Patrolling Mooks tend to be {{Invincible Minor Minion}}s that the player character cannot defend themselves fight back against. At best, the player character will be locked in a CardboardPrison when caught; sometimes Patrolling Mooks have to catch you to transport you there, and other times it only takes them spotting you for your character to surrender on the spot (often despite [[StupidSurrender having previously proving themselves capable of defeating any other mook with one hand behind their back]]). At worst, Patrolling Mooks will be similar to the InstakillMook in that they can OneHitKill your character, if not causing an instant GameOver as soon as they see you. As a result, the former variant are usually more annoying than deadly, while the latter are real threats.
Is there an issue? Send a MessageReason:
None


More often than not, Patrolling Mooks tend to be {{Invincible Minor Minion}}s that the player character cannot defend themselves against. At best, the player character will be locked in a CardboardPrison when caught; sometimes Patrolling Mooks have to catch you to trasport you there, and other times it only takes them spotting you for your character to surrender on the spot (often despite [[StupidSurrender having previously proving themselves capable of defeating any other mook with one hand behind their back]]). At worst, Patrolling Mooks will be similar to the InstakillMook in that they can OneHitKill your character, if not causing an instant GameOver as soon as they see you. As a result, the former variant are usually more annoying than deadly, while the latter are real threats.

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More often than not, Patrolling Mooks tend to be {{Invincible Minor Minion}}s that the player character cannot defend themselves against. At best, the player character will be locked in a CardboardPrison when caught; sometimes Patrolling Mooks have to catch you to trasport transport you there, and other times it only takes them spotting you for your character to surrender on the spot (often despite [[StupidSurrender having previously proving themselves capable of defeating any other mook with one hand behind their back]]). At worst, Patrolling Mooks will be similar to the InstakillMook in that they can OneHitKill your character, if not causing an instant GameOver as soon as they see you. As a result, the former variant are usually more annoying than deadly, while the latter are real threats.
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A type of {{Mook|s}} native to the StealthMission, which patrols around a certain area and alerts its allies if it spots something suspicious or an intruder. In {{Stealth Based Game}}s, 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.

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A type of {{Mook|s}} native to the StealthMission, StealthBasedMission and the NoGearLevel, which patrols around a certain area and alerts its allies if it spots something suspicious or an intruder. In {{Stealth Based Game}}s, 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.
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A type of {{Mook|s}} that patrols around a certain area, alerting its allies if it spots something suspicious or an intruder. In {{Stealth Based Game}}s, 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.

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A type of {{Mook|s}} that native to the StealthMission, which patrols around a certain area, alerting area and alerts its allies if it spots something suspicious or an intruder. In {{Stealth Based Game}}s, 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.



Fairly similar to InstakillMook in that one slip-up costs everything. The difference is that these mooks often just need to see you, while the other must hit you. On the other hand, being caught by these mooks usually just locks you in an [[CardboardPrison easily escapable dungeon]], while getting struck by an instakiller causes death. As a result, these mooks are usually more annoying than deadly while the instakillers are real threats.

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Fairly More often than not, Patrolling Mooks tend to be {{Invincible Minor Minion}}s that the player character cannot defend themselves against. At best, the player character will be locked in a CardboardPrison when caught; sometimes Patrolling Mooks have to catch you to trasport you there, and other times it only takes them spotting you for your character to surrender on the spot (often despite [[StupidSurrender having previously proving themselves capable of defeating any other mook with one hand behind their back]]). At worst, Patrolling Mooks will be similar to the InstakillMook in that one slip-up costs everything. The difference is that these mooks often just need to they can OneHitKill your character, if not causing an instant GameOver as soon as they see you, while the other must hit you. On the other hand, being caught by these mooks usually just locks you in an [[CardboardPrison easily escapable dungeon]], while getting struck by an instakiller causes death. As a result, these mooks the former variant are usually more annoying than deadly deadly, while the instakillers latter are real threats.
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See also EnemySummoner and TheGuardsMustBeCrazy. Compare RoamingEnemy. Contrast StealthyMook.

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See also EnemySummoner EnemySummoner, TheGuardsMustBeCrazy, and TheGuardsMustBeCrazy.StationaryEnemy. Compare RoamingEnemy. Contrast StealthyMook.
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[[folder:Video Game]]

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[[folder:Video Game]]Games]]
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* ''Film/RioLobo'': The bad guys have henchmen marching around parts of town at night (who Cardona narrowly evades) and doing the same to guard the BigBad's ranch.
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* Both machines and humans make use of these in ''VideoGame/HorizonZeroDawn''. Watchers are unsurprisingly one of the most frequent enemy types used for this purpose. Aloy's [[AugmentedReality Focus]] can highlight the tracks of patrolling mooks to make it easier to evade or ambush them.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/AbsoluteDespairGirls'': The Siren Monokuma sounds the alarm on its head to assemble other Monokumas if it spots Komaru.

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* ''VideoGame/AbsoluteDespairGirls'': ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'': The Siren Monokuma sounds the alarm on its head to assemble other Monokumas if it spots Komaru.
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None


* Data vaults in ''VideoGame/{{Warframe}}'''s [[StealthBasedMission spy missions]] frequently feature guards that will run to trip the vaults SelfDestructingSecurity when they spot. Grineer vaults in particular feature [[SurveillanceDrone sensor regulators]] which will trip the alarm the moment you get into their cone of view or land a non-lethal hit on them.

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* Data vaults in ''VideoGame/{{Warframe}}'''s [[StealthBasedMission spy missions]] frequently feature guards that will run to trip the vaults SelfDestructingSecurity when they spot.spot you. Grineer vaults in particular feature [[SurveillanceDrone sensor regulators]] which will trip the alarm the moment you get into their cone of view or land a non-lethal hit on them.
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* Data vaults in ''VideoGame/{{Warframe}}'''s [[StealthBasedMission spy missions]] frequently feature guards that will run to trip the vaults SelfDestructingSecurity when they spot. Grineer vaults in particular feature [[SurveillanceDrone sensor regulators]] which will trip the alarm the moment you get into their cone of view or land a non-lethal hit on them.

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See also EnemySummoner and TheGuardsMustBeCrazy. Compare RoamingEnemy. Contrast StealthyMook.

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Fairly similar to InstakillMook in that one slip-up costs everything. The difference is that these mooks often just need to see you, while the other must hit you. On the other hand, being caught by these mooks usually just locks you in an [[CardboardPrison easily escapable dungeon]], while getting struck by an instakiller causes death. As a result, these mooks are usually more annoying than deadly while the instakillers are real threats.


See also EnemySummoner and TheGuardsMustBeCrazy. Compare RoamingEnemy. Contrast StealthyMook.
StealthyMook.
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* ''VIdeoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].

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* ''VIdeoGame/DesperadosWantedDeadOrAlive'': ''VideoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].
Is there an issue? Send a MessageReason:
None


* Gensec guards from ''VideoGame/Payday2'' are security guards patrolling various locations you are trying to rob. The only threat they represent is them holding a pager they can use to raise the alarm, which will cause a SWATTeam to respond to your robbery. They also are a case of TheGuardsMustBeCrazy.

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* Gensec Security guards from ''VideoGame/Payday2'' are security guards patrolling in ''VideoGame/PAYDAY2'' may patrol the various locations you are trying to rob. The only threat they represent is them holding a pager they can use to They'll raise the alarm, which will cause a SWATTeam to respond to alarm if they see you or evidence of your robbery. They also are a case of TheGuardsMustBeCrazy.activities, or if you fail to answer their [[DeadMansSwitch pager]] in time after killing one.
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Tidying


* In the ''{{Discworld}}'' of Creator/AAPessimal, the Guild of Assassins teaches ''strategies'' for dealing with anyone guarding the client, as it is considered to be bad manners and exceedingly poor professional technique for the Assassin to inhume anyone other than the client they are contracted for. Assassins are also taught to be polite and courteous to servants and hired help, in whatever context they encounter them. Therefore there are strategies for ''incapacitating'' bodyguards, footsoldiers and all those others who might come under the general heading of "mook". This might, for instance, involving dropping a quantity of an ergot-based psychotropic drug in the tea-urn, so that the guards have an altered state of consciousness for a few hours in which black-clad Assassins (if glimpsed) are taken to be part of a bad trip.

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* In the ''{{Discworld}}'' ''Literature/{{Discworld}}'' of Creator/AAPessimal, the Guild of Assassins teaches ''strategies'' for dealing with anyone guarding the client, as it is considered to be bad manners and exceedingly poor professional technique for the Assassin to inhume anyone other than the client they are contracted for. Assassins are also taught to be polite and courteous to servants and hired help, in whatever context they encounter them. Therefore there are strategies for ''incapacitating'' bodyguards, footsoldiers and all those others who might come under the general heading of "mook". This might, for instance, involving dropping a quantity of an ergot-based psychotropic drug in the tea-urn, so that the guards have [[MushroomSamba an altered state of consciousness consciousness]] for a few hours in which black-clad Assassins (if glimpsed) are taken to be part of a bad trip.
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Discworld example

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* In the ''{{Discworld}}'' of Creator/AAPessimal, the Guild of Assassins teaches ''strategies'' for dealing with anyone guarding the client, as it is considered to be bad manners and exceedingly poor professional technique for the Assassin to inhume anyone other than the client they are contracted for. Assassins are also taught to be polite and courteous to servants and hired help, in whatever context they encounter them. Therefore there are strategies for ''incapacitating'' bodyguards, footsoldiers and all those others who might come under the general heading of "mook". This might, for instance, involving dropping a quantity of an ergot-based psychotropic drug in the tea-urn, so that the guards have an altered state of consciousness for a few hours in which black-clad Assassins (if glimpsed) are taken to be part of a bad trip.
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None

Added DiffLines:

* ''VIdeoGame/DesperadosWantedDeadOrAlive'': In one mission mid-game, there's one specific kind of Mexican bandit (wearing a blue jacket) that will run off to alert the boss if alerted, failing the mission (unless you kill them midway through, which is hard since they runs off down a road crawling with their buddies). They're dilligent to the point of immediately pegging it if they hear Cooper's watch chime or see Kate ShowSomeLeg[[note]]even though the pink cone of view shows that they clearly get interested[[/note]].

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