All Guides · 1.0
All Endings in Casualties: Unknown — Bio-pod, Escape, Mercenary
Casualties: Unknown has three endings on a full run: Bio-pod, Escape, and Mercenary. How they branch after layer 10 cargo and layer 11 ascent.
How many endings does Casualties: Unknown have?
Three: Bio-pod, Escape, and Mercenary. Steam’s marketing asks what becomes of you if you succeed, but it does not spell out branches; community ending documentation checked on 2026-11-10 (Miraheze Endings, Wiki.gg summaries) agrees on three completions tied to the eleven-layer run. Death ends a run without counting as a completion ending. Each completion ending also lines up with achievements listed in those same references (Company’s Best, Company’s Worst, To Be Continued…).
What path is shared before endings split?
Community ending guides cross-checked on 2026-11-10 describe a shared finale climb on non-Endless runs:
- Reach the bottom of layer 10 (Where We Must Reach) and pick up the cargo.
- Use the high-powered drill pod in that layer—it reportedly will not start until you carry the cargo.
- Ascend layer 11 (Crimson Ascent), described as a shorter stretch, and reach the surface.
From there:
- Bio-pod and Escape continue after a surface pod delivers you to a company lab.
- Mercenary diverges on the surface when its scarf conditions are met instead of entering the standard lab pod flow (community-reported; details on the mercenary ending page).
If Endless is enabled, community sources say retrieving the cargo sends you back toward layer 1 rather than allowing any of the three endings—confirm the toggle on your run settings screen before you grind for story.

What is the Bio-pod ending?
| Achievement (community-reported) | Company’s Best |
| Run setup | Works on chipped runs; chipped subjects reportedly cannot use items in the lab, which makes compliance the practical route |
| Player choice | In the lab, follow the scientist and walk through the indicated door (community guides specify the right-hand door) |
| Outcome tone | Status report language in community lore summaries reads RETRIEVED / ALIVE, UNDER EXAMINATION |
Bio-pod is the default moral line for chipped captives who cannot rebel with gear. Unchipped characters can also accept compliance if they do not shoot the scientist (see Escape below).

What is the Escape ending?
| Achievement (community-reported) | Company’s Worst |
| Run setup | Unchipped run with a working firearm brought to the lab (community emphasis: prepare before the finale, not after the pod ride) |
| Lab sequence (community-reported) | Wait until the scientist finishes talking so item use returns, shoot the scientist, flee through security, then perform the cargo removal surgery with on-screen steps: local anesthetic, surgical device, clamps, extraction, tubes over the wound |
| Time pressure | Guards escalate; a larger group arrives after about one minute in community writeups—exact timing not verified for 1.0 |
| Pacifist variant | Escape without killing guards → Pacifist achievement (community-reported) |
| Failure fallback | If your brain begins dying mid-escape, sources say you are captured and still end in Bio-pod |
Medical preparation on the ascent matters: review bleeding and fibrillation before you enter the facility fight.

What is the Mercenary ending?
| Achievement (community-reported) | To Be Continued… |
| Prerequisites | Finish Bio-pod or Escape at least once; later run must be chipped, non-Endless, started fresh from layer 1 (community consensus on 2026-11-10) |
| Surface trigger | Reach the surface carrying the crafted M.E.R.C. scarf instead of accepting the normal pod extraction (headline CATASTROPHIC FAILURE in Wiki.gg ending table) |
| Deep guide | Chip hunt, scanner, and crafting live on the dedicated mercenary ending page—this hub only orients the branch |
Mercenary is the spoiler-heavy continuation route; read that page only after you accept full story reveals.

How do endings connect to characters and achievements?
Community ending pages checked 2026-11-10 state:
- Character unlocks — Any ending while playing Experiment unlocks Milky; any ending as Milky unlocks Dune. Locked characters show ACCESS_DENIED until the prior character finishes a run.
- Shared milestone — Millions to One triggers when you pick up the layer-10 cargo on a non-Endless run (community-reported achievement table).
- Role-flavored achievements — Cannon Fodder, The Marksman, and The Cannibal map to finishing any ending as Experiment, Milky, or Dune respectively (community-reported).
For run modifiers (Chipped, Unchipped, loot, danger sliders), see console commands and the FAQ; this hub stays on story outcomes.
Which ending should you plan for?
| If you want… | Start with… | Reason (from checked sources) |
|---|---|---|
| Fastest story credit on a chipped run | Bio-pod compliance | Item lock in lab |
| Freedom narrative | Escape prep | Requires gun plus surgery sequence |
| Sequel hook | Mercenary scarf run | Gated behind prior completion |
Whichever branch you choose, the eleven-layer structure is the same up to the surface; only run settings and inventory planning change.
Sources checked
- https://store.steampowered.com/app/4576490/Casualties_Unknown/ (high-level “what becomes of you” prompt)
- https://casualtiesunknown.miraheze.org/wiki/Endings (shared climb, three endings, achievement names)
- https://wikily.gg/casualties-unknown/endings (ending headline table, Endless behavior summary)
- https://scavprototype.wiki.gg/wiki/Lore (status report wording for each ending — community-reported)
Last checked 2026-11-10 against the sources above, game version 1.0.
Screenshots and trailer frames: official Steam store page and trailers, © Orsoniks / Oro Interactive.
FAQ
How many endings does Casualties: Unknown have?
Can chipped runs get the Escape ending?
Do Endless runs reach an ending?
Which ending unlocks the Mercenary path?
Do endings unlock the next character?
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