EXPEDITION STATUS: NOMINAL
GRAVITY: 16.5 m/s²·LAYERS: 11 BIOMES·O2: 98% STABLE
Subterranean Bestiary, Turret Sightlines & Trap Countermeasures
SUBTERRANEAN HAZARD ENCYCLOPEDIA // 25 VERIFIED THREATS

Casualties: Unknown Enemies, Mechanical Traps & Environmental Hazards

Every layer of Casualties: Unknown is patrolled by hostile subterranean fauna, automated military defense turrets, proximity landmines, and toxic cave flora. Use this 25-entry encyclopedia to filter threats by classification, inspect their HP or damage profile, check spawn strata, and apply the exact countermeasure before trauma cascades.

25Documented Hazards & Enemies
4Threat Classifications
Layers 1–11Active Spawn Strata
Bleed / Blast / RadPrimary Trauma Vectors

02. Interactive 25-Entry Threats, Fauna & Traps Ledger

THREAT-LEDGER-02

Filter all 25 documented threats by classification (Fauna, Trap, Turret / Mechanical, or Environmental Hazard) or search by enemy name and spawn layer to view verified HP/damage values and field countermeasures.

Threat / Hazard NameClassificationHP / Damage ProfileSpawn LayersBehavior & Anatomical Trauma VectorVerified Countermeasure & Disarm Protocol
Cave tickFauna / Parasite15 HPLayers 2, 4, 5, 7Small swarming arachnid spawned from Cave tick spawners; inflicts bleeding bites and wound infectionDestroy Cave tick spawners early and clear swarms with wide melee hitbox swings
Shade crawlerFauna / Predator100 HPLayers 1, 2, 3, 4, 5, 6, 7Ubiquitous subterranean ambush creature that stalks dark tunnels and lunges at limbsKeep tunnels lit with Flashlight/Headlamp and strike with Machete or Claw pack
ThornbackFauna / Predator280 HPLayer 5 (Overgrown Depths)Spined jungle beast capable of causing deep lacerations and fracturesUse ranged firearms or high-cutting melee weapons and carry Dressings
Overgrown tickFauna / Parasite300 HPLayers 5, 7Mutated giant tick with 20x the health of a normal Cave tick; inflicts heavy bleeding and infectionKite backwards while firing Pistol/Shotgun or slashing with Titanium machete
Sand stalkerFauna / Predator400 HPLayers 3, 4, 5Burrowing desert predator that ambushes survivors near sandstone and oil poolsAvoid fighting while slowed in viscous Oil pools; use elevation and firearms
ManifestationFauna / Aberration450 HPLayer 8 (Crystalline Hollow)Flying crystalline entity that patrols vertical shafts in Crystalline Hollow and knocks players into fatal dropsEngage from stable ledges with ranged weapons or bypass using Jetpack
Snow striderFauna / Predator500 HPLayer 6 (Frozen Chasm)Cold-adapted predator hunting between Ion space heaters; drops Strider pelt for warm craftingFight near heat sources to avoid simultaneous hypothermia and limb trauma
Tentacle-plantFauna / Carnivorous Flora1500 HPLayer 5 (Overgrown Depths)Massive stationary carnivorous plant that ensnares and crushes passing survivors; drops items when destroyed in 1.0Keep distance or use explosives (Dynamite) / Shotgun blasts
Grabber-shroomFauna / Fungal Predator2000 HPLayer 7 (Fungal Pools)High-HP fungal ambush organism that snatches limbs and causes dislocationsSpot mycelial tendrils before descending shafts; sever or bypass
Elder thornbackApex Boss Predator6000 HPLayer 5 (Overgrown Depths)Deadliest creature in the caves ("A very large threat"); massive 6000 HP pool, capable of fatal crushing and dismembermentEvade via narrow tunnels (crouching/crawling) or use heavy ordnance; killing one unlocks "Not big enough" achievement
Laser DroneAutomated SecurityMechanical DroneLayer 9 (Geothermal Vents)Patrolling security drone firing precision thermal laser beams that inflict burns and bleedingUse solid building cover and EMP/ranged bursts
Cryo DroneAutomated SecurityMechanical DroneLayer 9 (Geothermal Vents)Security drone deploying freezing projectiles that rapidly drop body temperature and slow movementDestroy from cover and use Geothermal Vents ambient warmth to recover
Turret & Ceiling TurretMechanical TrapBallistic Gunshot + ShrapnelLayers 3, 4, 6, 10Automated ballistic sentry with targeting light beam (turret lights pass through blocks in 1.0); solid buildings stop bulletsWatch for targeting light cones, take cover behind solid structures, and extract shrapnel with Tweezers if hit
Landmine & GunmineExplosive TrapBlast / Dismemberment / ShrapnelLayers 3, 4, 6, 10Pressure-triggered floor explosives that cause fractures, internal bleeding, shrapnel, and limb dismembermentScan floors carefully with light sources; disarm or trigger from safe distance by throwing rocks
Sound CannonAcoustic TrapHearing Loss / Brain ConcussionLayers 4, 10Emits devastating sonic blasts (visual indicator added in 1.0; cannot activate immediately after spawning into a layer)Wear Earmuffs and exit the acoustic cone when the indicator activates
Skullcrusher & PistonCrushing TrapSevere Blunt / Head FractureLayers 5, 9, 10High-force mechanical smashers that fracture skulls, cause brain trauma, or crush limbsWear a Helmet (Bicycle/Riot/Makeshift) and time sprints past the piston cycle
Sawblade & SidestabberLaceration TrapSevere Arterial Bleeding / DismembermentLayers 7, 9, 10Rotary blades and wall-mounted lances capable of instant limb dismemberment in Release 1.0Keep Tourniquet and Alginate dressing ready; jump or wall-slide past blade tracks
Bear Trap, Spike Trap & Barbed FenceMechanical TrapLimb Pinning / Deep PunctureLayers 1, 2, 3, 4, 5, 6, 7, 9, 10Clamps onto legs or punctures feet on landing, causing fractures, bleeding, and dirty wound infectionsCheck landing zones before dropping; disinfect punctures immediately with Alcohol/Antiseptic
Coil (Tesla Trap)Electrical HazardElectric Shock / Cardiac FibrillationLayers 5, 10Discharges high-voltage arcs (with electric particles in 1.0) that trigger cardiac arrhythmia or fibrillationCarry an AED or Amiodarone and avoid metal/wet conductive proximity
Geyser & Lava GeyserEnvironmental HazardHigh-Velocity Launch / Thermal BurnLayers 1, 2, 5, 6, 8, 9, 10Erupts periodically, launching the player into ceiling spikes or spraying molten Magma in Layer 9Observe eruption intervals before crossing vents
Radioactive Barrel & Spent FuelRadiological HazardAcute Radiation SicknessLayers 4, 10Emits continuous ionizing radiation that fills the radiation icon and decays cellular healthMonitor with Geiger counter and dose Anti-rad bottle or Soothing crystal shard
Tile Fluids (Oil, Magma & Radwater)Environmental Fluid HazardExhaustion Drowning / Lethal Burns / RadiationLayers 3, 4, 9Oil in Layer 3 rapidly drains stamina causing drowning; Magma in Layer 9 incinerates limbs; Radwater in Layer 4 irradiatesKeep fluid containers inside backpacks so they do not auto-fill with hazardous tile liquids; use ropes/bridges
Distorted Crystals (Turbulent / Blood / Volatile)Mineral HazardShockwaves / Bleed / Status AnomaliesLayer 8 (Crystalline Hollow)Large distorted crystals carry hidden properties that trigger when approached or shatteredInspect crystals closely from safe footing; harvest beneficial Oxygen, Relief, Digestion, and Soothing shards
Falling Icicles, Thin Ice & Fan TrapsGlacial HazardPiercing Trauma / Chasm PlungeLayers 6, 9, 10Thin ice collapses underfoot into sub-zero chasms while Fan traps blow survivors off narrow ledgesUse Climbing claws or Grappling hook to anchor against wind and collapsing ice
Lab Security Guards & ScientistHuman Hostiles (Escape Ending)Ballistic FirearmsSurface Lab (After Layer 11)During the Unchipped Escape Ending, shooting the scientist alerts waves of armed guards while you perform abdominal surgeryComplete the 5-step cargo extraction surgery under 60 seconds before the heavy reinforcement wave arrives; avoid killing guards for Pacifist

01. Threat Classification & Counter-Trauma Doctrines

THREAT-DOCTRINE-01
TAC-01FAUNA & PARASITES

Clearing Spawners & Preventing Infected Bites

Subterranean fauna such as Cave ticks, Shade crawlers, and deep-layer predators target exposed limbs with lacerating bites that rapidly introduce Wound Infection. Destroy biological spawners from max melee reach with a Machete and disinfect bite wounds immediately with Alcohol or Disinfectant.

TAC-02TURRETS & ORDNANCE

Defeating Automated Security & Landmines

Automated turrets, ceiling laser grids, and proximity mines inflict catastrophic ballistic punctures, shrapnel fractures, and Internal Bleeding. Use terrain excavation to tunnel beneath turret sightlines, trigger mines from cover with thrown debris, and keep a Tourniquet and Procoagulant syringe hot-slotted.

TAC-03ENVIRONMENTAL & FLORA

Navigating Geysers, Spike Traps & Toxic Spores

Thermal geysers, stalactite falls, spike pits, and hazardous flora punish careless sprinting in low visibility. Illuminate shafts ahead with Emergency Lights or Rose Lights, watch for steam or spore particles, and maintain stamina reserves before jumping across trapped chasms.

03. Official Subterranean Combat & Hazard Telemetry

THREAT-MEDIA-03
Official Steam Screenshot — Confronting automated turrets, explosive traps, and hostile cave fauna · SPEC-IMG-01

Verified Sources & Version Attribution

REF-SRC-01