All Endings Guide
See every Casualties: Unknown ending, including bio-pod, escape, and Mercenary, plus requirements, status reports, and unlock tips.
How Every Ending Works
One bad fall can end a run before you ever reach the cargo, which is why Casualties: Unknown all endings matter more than a single “good” route. The game tracks how you finish, what happens to your Experiment, and which playable character comes next. If you are chasing every outcome, this guide breaks down Casualties: Unknown all endings by trigger, lab choice, status report, and setup so you can plan each run instead of guessing at the surface.
The route is the same until the cargo: descend through the caves, reach the device at the bottom of layer 10 and the layer 11 ascent, then survive the drill pod failure and climb the rest on foot. What changes is your condition when you return to the labs and whether you carry the right tools. The ending table below separates those branches so you can decide early which run you are building.
Casualties: Unknown all endings are not just a list of death screens. Each result has its own mission status, and some routes are gated by a chip, a firearm, a scanner, or prior progress. That means the ending you want should shape your preparation long before you reach the cargo.
Every Ending at a Glance
Casualties: Unknown all endings fall into four real outcomes plus Endless mode, and each one uses a different finish condition. The status card matters because it tells you which branch the game recorded. Use this table to identify the run you just finished—or the one you want next.
| Ending | Trigger | Status report | Achievement / note |
|---|---|---|---|
| Death | Die anywhere in the caves | Cargo UNRESOLVED; physical DECEASED | Ends the run; no cargo retrieval |
| Bio-Pod | Reach the surface, follow the scientist, enter the lab door | RETRIEVED; ALIVE, UNDER EXAMINATION | Company's Best; chipped characters always get this |
| Escape | Be unchipped, carry a gun, shoot the scientist, remove the cargo, fight out | MORE INFO AT MEETING; UNKNOWN | Company's Worst; Pacifist if no guards are killed |
| Mercenary | Reach the surface with the M.E.R.C. scarf and refuse the pod | CATASTROPHIC FAILURE; UNKNOWN - POTENTIAL ISSUE | To Be Continued...; requires a prior bio-pod or escape clear |
| Endless | Touch the cargo with Endless on | No completion | Sends you to layer 1; the run continues until death |
The ending tracker treats a death in the caves as a finished run with its own status card, and the playable roster advances in the Experiment → Milky → Dune order as you complete runs. That makes even a failed attempt useful if your goal is unlocking the next character.
The cargo itself waits at the bottom of layer 10. After you obtain it, a high-powered drill pod carries you upward, but the pod breaks partway through. The remaining climb through layer 11 must be done on foot. Once you reach the surface, a pod there can return you to the labs, where the ending branches open.
How to Get the Bio-Pod and Escape Endings
Casualties: Unknown all endings split at the lab sequence. After the surface pod returns you to the facility, the game checks whether you are chipped and whether you brought a gun. That is why two players can reach the same room and leave with opposite outcomes.
Bio-Pod Ending: Company's Best
Following the scientist’s instructions and walking through the door triggers the bio-pod ending. The character is placed in a fluid-filled pod and drifts into a deep sleep, with the sense that no more unaware subjects will be sent to die in the caves. The status card reads RETRIEVED and ALIVE, UNDER EXAMINATION.
A chipped character always gets this outcome. The chip locks item use in the labs, and item use is required for the escape sequence. If the character starts dying in the lab, the game resuscitates them and still places them in the pod.
Escape Ending: Company's Worst
To get the escape ending, you must be unchipped and carrying a gun. Shooting the scientist sets off a breach alarm, arms the guards, and brings more guards in about a minute. The sequence then asks you to inject local anesthetic into your abdomen, use a surgical device to pull the cargo out of your own body, and fight your way outside.
Killing no guards during the escape earns the Pacifist achievement. If your health collapses during the escape, the attempt fails: you are captured, resuscitated, and placed in the bio-pod. Stabilize before you start shooting.
| Run state | What the lab allows | Best plan |
|---|---|---|
| Chipped | Item use locked; escape unavailable | Plan for Company's Best and save escape attempts for an unchipped run |
| Unchipped, no gun | Escape cannot start | If you want Company's Worst, bring a gun |
| Unchipped, gun | Escape available | Use the anesthetic and surgical device quickly, then fight out |
| Unchipped, gun, low health | High risk of capture | Heal first; dying mid-escape sends you to the bio-pod |
How to Unlock the Mercenary Ending
Casualties: Unknown all endings include one secret route that is easy to lock yourself out of. The Mercenary ending, marked by the To Be Continued... achievement, requires a prior clear with either the bio-pod or escape ending, a chipped run, and Endless mode turned off. On that setup, a malfunctioning Tech-Ball appears in layer 1.
Read its nano-tech scanner before leaving layer 1. That scan teaches the M.E.R.C. scarf recipe and marks six chip sites. Miss the scan, and you lose the recipe guidance for that run.
| Layer | Chip |
|---|---|
| 2 | REL-Hyper-Regeneration Booster chip |
| 3 | Micro-SINGLEBTR 1CHRG capacitor |
| 4 | 0.2.9-Mind-Swap chip |
| 5 | 0.0.7-Emergency Rejuvenation chip |
| 7 | MINI-AI chip |
| 9 | Kinetic Transmitter chip |
The scarf is crafted from a scarf, a circuit board, and all six chips. The craft also needs 18 INT. Once you reach the surface with the scarf, do not take the pod. Refusing it keeps the character on the planet; the cargo bursts inside them, they die, and the scarf's chips bring them back in a new body with their memory intact. The mission report reads CATASTROPHIC FAILURE and UNKNOWN - POTENTIAL ISSUE. This branch sets up the events of Gunsaw.
For a cleaner Mercenary attempt, use this checklist:
- Confirm you have already finished a bio-pod or escape run.
- Start a chipped run with Endless mode off.
- Read the Tech-Ball scanner in layer 1 before moving on.
- Collect the chips from layers 2, 3, 4, 5, 7, and 9.
- Carry a scarf and circuit board, and reach 18 INT before crafting.
- At the surface, refuse the pod to trigger the Mercenary route.
Endless Mode, Unlocks, and Ending Mistakes
Endless mode is not a fifth ending. With Endless on, the cargo does not embed in the character. Touching it sends you back to layer 1, and the run continues until death. The game does not count this as a completion, so you cannot beat the game this way.
If you are mapping Casualties: Unknown all endings, treat the ending tracker as a checklist. Unlocks are tied to finished runs, not to a single “best” ending. If you are missing Milky or Dune, complete runs rather than restarting after every mistake. A death, a bio-pod finish, or an escape all move the same progression loop forward in the Experiment → Milky → Dune order.
| Mistake | Why it blocks the plan | Fix |
|---|---|---|
| Trying to escape while chipped | Lab item use is locked; chipped runs always resolve as bio-pod | Run unchipped or accept Company's Best |
| Arriving without a gun | The escape sequence cannot start | Carry a gun on escape attempts |
| Skipping the Tech-Ball scanner | You miss the scarf recipe and chip locations | Read the scanner before leaving layer 1 |
| Crafting without every component | The recipe needs a scarf, circuit board, six chips, and 18 INT | Check inventory and INT before the surface |
| Using Endless for the Mercenary route | The cargo never embeds and the run does not complete | Turn Endless mode off |
| Shooting the scientist at low health | Dying mid-escape leads to capture and bio-pod placement | Heal first, then begin the escape |
Plan each run around one goal. A bio-pod run is the cleanest way to bank a completion and unlock the next character. An escape run needs an unchipped character, a gun, and enough health to survive the lab fight. A Mercenary run needs prior progress, the layer 1 scan, all six chips, and 18 INT. Trying to force every ending into one run usually fails because the requirements conflict.
FAQ
Do all endings unlock new characters? Yes—Casualties: Unknown all endings are tracked as finished runs, and the playable roster advances through Experiment, Milky, and Dune as you complete them.
Can I get the escape ending if my character is chipped? No. A chipped character cannot use items in the labs, and the escape sequence requires item use. Chipped runs always lead to the bio-pod ending.
What is the fastest way to prepare for the Mercenary ending? Finish a bio-pod or escape run first, then start a chipped run with Endless off. Read the Tech-Ball scanner in layer 1, gather the six chips, craft the scarf with 18 INT, and refuse the pod at the surface.
Does Endless mode count as a real ending? No. Endless mode sends you back to layer 1 when you touch the cargo and keeps the run going until death. It does not complete the game or count as a win.
Related Guides
Last Stand: How to Trigger
Learn how the Casualties: Unknown last stand buff triggers, how delayed happiness shapes your odds, and what changes after it saves you.
Unchipped Ending Explained
Learn how Unchipped mode sets up the intended better ending, what the health chip hides, and how to survive with the Geiger counter and watch.