Casualties Unknown Medical Guide
Treat the injury that is killing you now, then the one that will kill you next. That single rule resolves most medical panic in this game.
Quick answer
- This page describes in-game mechanics only. It is not real-world medical advice.
- Stop active bleeding first; it changes every later decision.
- Internal bleeding is a different problem from a visible wound; read the status cue, not the screen.
- Infection and fractures are slow problems: stabilise, then leave the area.
Scope and safety
The medical system is a decision system. The game gives you cues, supplies and limited time, and asks you to choose what to treat before something else gets worse. The guide is organised around that choice.
The triage order
- Stop active bleeding. It is the fastest-changing problem and the one most likely to end the run.
- Check for internal bleeding. A visible wound can be treated while a hidden one continues.
- Stabilise infection risk. Slow, but it compounds over a long route.
- Manage fractures and shrapnel. They limit movement and make every later fight worse.
- Reassess. After treatment, read the status cues again; the first problem is not always the only one.
Bleeding versus internal bleeding
Bleeding is the problem you can see and act on. Internal bleeding is the problem the interface has to tell you about. Treat them as separate checks, not one check.
| Bleeding | Internal bleeding | |
|---|---|---|
| Signal | Visible wound and status cue | Status cue and worsening condition |
| Urgency | Immediate | High, and easy to miss |
| Response | Apply the appropriate in-game item | Use the item the game indicates and reassess |
| Mistake | Waiting for a safe room | Assuming a treated visible wound solved everything |
Infection is a route decision
Infection is rarely the thing that kills you in the next ten seconds. It is the thing that turns a long route into a bad bet. Once infection risk appears, shorten the route: fewer rooms, fewer fights, a clear exit.
Do not spend your last medical supply on a slow problem while a fast one is active. Triage order exists to stop that trade.
Fractures and shrapnel
These injuries limit movement and make every later encounter more expensive. In practice:
- Stop trying to win fights you would normally avoid.
- Take the shortest route to extraction.
- Treat movement-limiting injuries before cosmetic problems.
- Recheck after treatment; a second injury is easy to miss under stress.
When a medical problem ends the run
Leave when you cannot treat the active problem, when you are out of the relevant supply, or when treating it would leave you unable to survive the route back. A survived run with a treated wound is a better outcome than a death with an empty medical pouch.
Use the moodles guide to read the status cues that appear before the injury becomes obvious.
Frequently asked questions
What should I treat first in Casualties Unknown?
Active bleeding first, then internal bleeding, then slow problems such as infection, fractures and shrapnel. Reassess after each treatment.
How do I know I have internal bleeding?
The status cues and worsening condition indicate it. Do not assume a treated visible wound means there is no hidden problem.
Is infection an emergency?
It is urgent but slower. Shorten the route and treat it before it compounds, without ignoring a faster problem.
Should I keep playing with a fracture?
Only on the shortest route to extraction. A movement-limiting injury makes every later encounter more expensive.
Is this real medical advice?
No. It describes in-game mechanics only. Never use a game guide for real-world medical decisions.
Where is the medical triage tool?
The homepage has a client-side triage card for bleeding, internal bleeding, infection, fracture, shrapnel, radiation and low oxygen.
Open the in-game triage tool
Pick a symptom and get an in-game action card. No account, no upload, no real-world medical advice.