in:Game Mechanics, Images, Ending
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60 Seconds! contains several endings that are largely dependent on player choice.
Contents
- 1 Ambiguous endings
- 1.1 You survived... kinda.
- 1.2 You survived...maybe.
- 1.3 Your fate remains unknown.
- 2 Good endings
- 3 Bad Endings
- 3.1 You perished.
- 3.2 You were driven away.
- 4 Gallery:
- 4.1 In Bunker
- 4.2 Bunker Door
- 4.3 Perished/Survived Screen
- 4.4 Journal Entries
Ambiguous endings[]
Ambiguous endings are endings in which the players fate is not clearly given in the ending.
You survived... kinda.[]
This ending text is related to the Cat Lady ending. To get this ending, the player must not get any Sharikov related endings with Sharikov in the bunker. After a long enough period of time, multiple cats will begin to appear. If the player has enough Soup to sustain the horde of cats, the player will get the Cat Lady ending.
You survived...maybe.[]
This ending text is related to several endings.
- The Agents give the family a presidential shelter where they will live in peace with an unlimited number of resources. To get this ending, the player must get Sharikov in the bunker, allow him to investigate and then allow the agents to explain themselves. Failing this sequence will lock off the ending. After this the player must assist the agents in various tasks involving events. After enough tasks, the agents will come in the form of a "banging on the door" event. Answer the door to get the ending.
- The family gets saved by Soviets and become communists. This ending is only achievable via the Final Countdown challenge.
Your fate remains unknown.[]
This ending text is related to the Mad Scientist ending. To get this ending, the player must get Sharikov, ignore agent-related scenarios and wait until the scientist scenario pops up. After this the player must complete the tasks related to the ending. Failing to complete the tasks results in this ending being locked off. Once all tasks are completed, wait a few days and the scientist will build a rocket for the family to go into space.
Good endings[]
Every good ending has the text "You survived." In good endings, the family has a bright future in the fallout with people the family trusts. These endings can be achieved several ways.
- The army saves the family. To get this ending, the player must interact with the radio to begin the ending. As long as the player has a radio, the army will provide tasks to complete. Completing enough tasks will enter the final stage of the ending, which manifests as a "banging on the door" event. Answer the door to get the ending.
- The siblings save the family. To get this ending, the player must answer the nearby phone to begin the ending. Then the siblings will provide tasks to complete. Completing enough tasks will enter the final stage of the ending, which manifests as a "banging on the door" event. Answer the door to get the ending. This ending will be locked off if the player does any event that results in the red handprint graffiti. (raiding old people, killing the neighbor, etc.)
- The family finished building the vehicle and drive away. See here for how to get this ending.
Bad Endings[]
Bad endings result in certain doom for the family or a very uncertain future.
You perished.[]
Endings with the "You perished." text often mean the family is dead or their future is incredibly grim. These endings can be achieved several ways.
- No adult characters are alive. Death can be caused via a variety of things however notable examples include hunger, thirst, insanity, illness, injury or vanishing on an expedition.
- Bandits invade the bunker. Bandits are brought on via too much scavenging. Bandits will either attack the bunker (prompting a scenario with the axe, gun, lock or harmonica) or they will bang on the door.
You were driven away.[]
Endings with the "You were driven away." text mean the family has been locked out of their own shelter. The journal also appears beaten up. There are two ways this can happen.
- Something else takes over the shelter. This can be another family, priests, the military, or someone with the pseudonym "Marlon". Alternatively, the shelter may be locked with no answer when knocking on the door. This ending can be achieved by simply having nobody in the shelter, usually via expedition.
- The cats take over the shelter. To get this ending, the player must do all the conditions to get the Cat Lady ending, but must not have enough food to sustain the cats.
Gallery:[]
In Bunker[]
Military rescue ending
Raiders ending
The Agents saving the family.
Mad Scientist ending!
Mad Scientist highlighted in the Nintendo Switch version.
Cat Lady ending.
Twins Ending.
Soviet Ending. (only available in Final Countdown)
Bunker Door[]
Military Takeover Ending.
Military Takeover (2)
Bandit Takeover
Marlon Ending
Driven Away (Sharkov)
Driven Away (Priest)
Driven Away (Other Family)
Driven Away (No Answer)
Perished/Survived Screen[]
You Suvived.
You Perished.
You Survived?
You Survived (Vehicle Ending)
Journal Entries[]
Soviet ending Entry.
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