All Behaviour Indications Explained in Kingdom Come: Deliverance 2
Bunnies in Kingdom Come: Deliverance 2 are in-game warning systems, reminding players to stay out of trouble—or at least be ready for it. Choosing to ignore them can lead to bad outcomes. These outcomes can range anywhere from getting arrested, losing important items, or even ending up dead.
These indicators provide information on how Henry is perceived by NPCs whether he is sneaking into a restricted area, being watched by guards, or attracting unnecessary attention from bandits. Being aware of what each bunny means allows players to react appropriately, whether that means blending in, making a quick escape, or preparing for a fight. Being able to understand these cues may be the difference between a successful mission and a failed one. This guide will shed light on what each bunny means and how to react appropriately.
White Bunnies – Search Indicators

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They appear when something's wrong, but Henry isn't necessarily the main suspect at this point. They're the initial signs that there is someone at alert, though they're not sure of the source of the disturbance.
- Searching: A white bunny moving forward means an NPC is on the lookout for the source of disturbance. It could be anything from a noise in the distance to a crime scene that has been found. So long as Henry keeps his cool and doesn't act suspicious, he'll be fine. Running or sneaking at that moment in time, however, could draw notice.
- Magnifying Glass: If the bunny has a magnifying glass, it means that Henry is now being suspected. This happens when he's been seen near a crime scene or his actions have already raised suspicion. Guards may start watching more closely, so it's safer to blend in and not stand out. Finding a new attire, acting like nothing's wrong, or just casually leaving the house can diffuse suspicion before it reaches a boiling point.
Yellow Bunnies – Recognition & Detection Indicators
These behavior indicators represent how aware NPCs are of the presence of Henry, whether these are guards, civilians, or hostile enemies like bandits.
- Ears Down: A yellow bunny with ears down means that movement or a sound has been noticed or, but the person doesn't know what it was. This might occur if Henry makes a noise while sneaking or walks through a space where a person has a vague line of sight. Remaining motionless or backing away can avoid stirring up more suspicion.
- Ears Up: The NPC is clearly staring at Henry. If he keeps on moving or produces another sound, he will be completely spotted. If sneaking, it's best to find shelter or tread slowly so he won't get seen.
- Detected (Red Outline): When the bunny glows red, Henry has been completely spotted. If he was committing a crime or sneaking around, expect a quick response. If it’s an ordinary meeting, bandits may attack while guards may ask him to explain his intent or warn him.

Orange Bunnies – Crime & Trespassing Indicators
These behaviour indicators appear when Henry is where he does not belong or has committed a crime. Players should be mindful of these as ignoring them can lead to dire consequences.
- Leave: If the bunny points outward, it is a cue to leave. This usually happens when Henry enters a restricted area, like a noble's private quarters or a castle arsenal. If he stays too long, the incident will escalate to an arrest or attack.
- Reported: A horned bunny means a witness is reporting Henry to the guards. This happens when someone catches him committing a crime such as pickpocketing or housebreaking. Players can flee before the guards apprehend him, bribe the witness, or gag him—peacefully or otherwise.
- Arrest/Confrontation: An orange bunny with a raised hand indicates Henry will be arrested or confronted. Guards will either fine him, request an explanation, or imprison him if he can't sweet-talk his way out of it. If the crime is serious enough, they will attack on sight.
Red Bunnies – Combat Indicators
These icons indicate that Henry is in combat or he’s being hunted. Knowing the difference might mean the difference between living through encounters. That could mean standing his ground or making a strategic withdrawal.
- Orange Fight Indicator: Henry is being pursued but has room to breathe. He can use things such as potions and bandages, prepare for combat, or try to flee.
- Red Fight Indicator (Crossed Swords): Henry is fighting, and that means he cannot access his inventory. He will have to rely on what he is equipped with, and escape may not be an option unless he can outmaneuver or escape from his assailant.

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FAQs
Can behaviour indicators be turned off by players?
No, they are a permanent feature of the game. But they are subtle enough not to be distracting and still provide necessary gameplay feedback.
What happens if Henry ignores a warning to leave?
Owners or guards will react aggressively. Depending on the location, Henry can get another warning, get forcibly ejected, or fight straight away. In castles or noble districts, the consequences are generally worse.
Do signs work the same way in every town?
Yes, but some locations are more strict. Castles and noble quarters tend to be well guarded, and even minor offenses can have catastrophic consequences. Small villages might be more lenient, with guards giving more warnings before taking action.
Do behavior indicators vary based on Henry's reputation?
Yes, a negative reputation can make NPCs more suspicious, so search and detection indicators can appear earlier. A positive reputation can also make guards more lenient, giving Henry more warnings before they take action.
Conclusion
Kingdom Come: Deliverance 2's behavior indicators are a straightforward but effective way of remaining conscious of what's occurring in the game world. From sneaking around, brawling, or merely attempting to stay out of trouble, these small bunnies offer fast and valuable feedback. Being attentive to them allows players to respond in the moment more easily, whether by running, negotiating their way out, or getting ready for combat. Knowing these cues can mean the difference between a fruitful, fun quest and a disastrous encounter with the authorities.