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Rebelling is a game mechanic that is present in Dungeon Keeper 2.

When dissatisfied enough, your creatures - and those of any other Keeper - may become Unhappy, eventually even Angry if not having or being unable to reach a Lair, not getting food from a Hatchery, not getting paid, slapped too much, in the company of creatures they hate, having no work to do, being imprisoned in a Prison, being tortured at a Torture Chamber, or witnessing the Keeper slapping a Jackpot Winner. If a Portal is available, Angry creatures at first seek to leave through its mouth if they can get there in time, with the job "leaving dungeon" visible in their upper right bio bar. If close enough to a Portal, or just randomly, their health flower gains an arrow icon.

But if either there is no Portal or they lose their temper either getting there or most prominently and most possibly being stuck somewhere like a lava island/bridge, they may Rebel. (This may not happen during a Call to Arms.) Rebel creatures instantly join the Hero faction (oddly enough), with an appropriate grey/white health flower color change and instant hostility towards any Keeper and their faithful creatures in league with them. They may cause an unexpected and possibly fatal surprise for untrained or distant/absent Keepers in some uncomfortable, vulnerable locations, if sufficiently large enough in experience level.

Since rebelling creatures become effectively hero faction enemies, you can defeat them, imprison them in a Prison, and convert them to your side at a Torture Chamber, which may sometimes be re-conversion if converted before, basically repatriating them to your cause.

Tips[]

  • When they rebel, they lose their bed at a Lair. When converting them, they need to remake their bed.
  • Rebelling may be a good way to avoid paying a payday to an expensive creature if needed. You can keep your highest level non-lava-traverse creatures in a rebel state stranded on lava islands / bridge tiles until needed so they do not drain your funds during paydays.
  • Also a good way to relieve stress from your Hatcheries if they need to feed too many hungry mouths.
  • Rebel Bile Demons at level 7 are the best lava-stranded target practice to train your stranded ranged-capable non-lava-traverse creatures to level 10.
  • When torturing map information out of Heroes, you uncover hero rooms on the map. Comically, this also works on your own rebels for some reason. You can exploit this, in the most non-wasteful way, if you can put the corpses in a Graveyard, with unneeded creatures from a Portal right at the start of a level if there are hero forces on the level. Instead of wastefully sacking creatures in a Portal or Mercenary Portal.
  • When an enemy Keeper has a rebel, that may be a fine distraction to attack. Both against A.I. and players.
  • If you train rebel hero-faction creatures either stranded surrounded by lava, or in a Combat Pit, you can avoid paying and feeding them until you need to convert them.

Bugs[]

  • When 'leaving dungeon', some creatures tend to get stuck in the throat of a Portal and rebel there, can only be hit by melee hits in possession, otherwise only vulnerable to ranged attacks. Which may be super annoying and may even kill some of your Imps if having ranged attacks - also gaining experience as a hero, possibly unlocking stronger ranged attacks.
    • Tip: But even if you let a situation deteriorate that far, you can still salvage the "manpower". Kill the rebel, let it rot away, possess a level 10 Vampire, use his Raise Dead spell on the corpse, and you'll be able to pick the freshly formed Skeleton out of the Portal.

Trivia[]

  • Multiple rebellings may technically happen relatively at the same time.
  • You can make the Three Princes rebel and they regain their crown health flowers.
  • Skeletons, Vampires, their Elite counterparts, Imps, Dwarves, Jackpot Winners, the Jack-in-the-Box, and Horny cannot rebel.
  • Misstresses cannot be slap-rebelled.