60 Seconds! Wiki

Similarly to 60 Seconds!, the endings in 60 Parsecs! rely on the player's decisions throughout the game, alongside their chosen location.

Good Endings[]

Good endings always end with "You Survived!" (normal gameplay) or "Mission Completed!" (missions). These endings heavily imply, or outright state, that you and your crew went on to survive after your chosen path. These endings can be achieved in numerous ways in every path.

Mootopia[]

Surviving on Mootopia.

Surviving on Mootopia.

All three endings in Mootopia are unambiguously good endings.

  1. Restoring the planet. Discover the pyramids, then explore the pyramids. You then need to bring an item to three towers surrounding the pyramids. Once you do so and activate the pyramids, the planet will repair itself and you will be able to survive in the new habitat.
  2. Helping the convicts. Listen to an alert from a group of prisoners and offer to help them. After bringing supplies to their ship and aiding in its repair, they will invite you to join. You and your crew will be guaranteed safety.
  3. Steal from the convicts. Follow a similar path to the convict help ending, but instead of helping, declare war on them. Successfully solve an attribute scenario, leading to you killing the convicts, and then escape with their ship. Again, you will be guaranteed safety.

Phobonos[]

Out of the five endings, three are considered good.

  1. Find a safe haven. Help the injured phobian back to health, then get imprisoned in the fake haven. Agree to explore the new haven with the prisoner and help fight off the aggressive phobians. One you succeed, you will be brought to the haven and guaranteed safety.
  2. Find the secret haven. Follow similar steps to the safe haven, but do not explore the planet whatsoever before this point. The prisoner will guide you to a secret haven. After some time, you will locate the haven and be asked to move in. Agree, and you will be guaranteed safety.
  3. Open the underground tunnels. This ending applies to any side, Silo 476, Vactrain Central, or both teamed up. Explore the cave, then wait for one of the sides to meet with you. Help them out, and finally you will be able to enter the underground tunnels. Succeed in the attribute scenario and you will be guaranteed endless supplies.
Surviving on Robotofu.

Surviving on Robotofu.

Robotofu[]

Out of the thirteen endings, six are considered good.

  1. Fix and charge the robo-dog. Locate the dog within the Assembly Line, fix it using the tape, then find parts on a scavenge to the graveyard. Repair the dog successfully and fully charge it. Once charged, the dog will lead you to a new ship so you may locate a new home.
  2. Fix but don't charge the robo-dog. Follow similar steps to the charging ending, but refuse to fully charge the dog. You will be found by a robotic clan who is happy you located and repaired their dog. You are granted a home in the city and given plenty of supplies to survive. Despite the ending text implying you entirely replaced your body with robotic parts, it is still ended with "You Survived!"
  3. Successfully fix Dumbo. Bring a sock to the rendezvous and meet up with Sheila. Use the strength attribute to attempt to repair Dumbo, then use the artifact parts. Succeed an attribute scenario and successfully repair Dumbo, allowing him to fall in love with Sheila. For helping the two get together, you are granted a home in Robotofu and are guaranteed safety.
  4. Fail to fix Sheila and invite them into the ship. Follow similar steps to fixing Dumbo, however use the agility attribute to attempt to repair Sheila. Use the lighter, and confess to Dumbo that you interfered with Sheila. He will forgive you for the mess and fix your ship out of sadness. He then asks you if the two robots can join your crew, which you should say yes to. Your crew, Sheila, and Dumbo will fly to a new home on a fixed ship.
  5. Fail to fix Sheila but refuse Dumbo onto your ship. Follow similar steps to letting Dumbo on, but refuse to let him on. You and your crew make themselves home at Robotofu ready to launch their ship at any moment.
  6. Successfully fix Sheila. Follow similar steps to failing to fix Sheila, but use the tape instead of the lighter. Sheila will remark that she is recovering and invites you into the city to make yourselves at home. Accept, and you will be guaranteed safety.

Space[]

Out of the fourteen endings, five are considered good.

  1. With Felicette, colonize a new planet. Agree to converse with Felicette, and help her with her ship. Then allow Latte onto your ship for research. Eventually Felicette will invite you to colonize a new planet, and you will live safely on a cat-themed planet.
  2. With Laika, succeed in the heist. Help Laika up until she invites you to perform a heist on a moon. Accept the heist and convince the cops not to charge you. Then, quickly fix the engine jam by succeeding the attribute scenario. Your and Laika's crews will successfully tow the moon with you, and go on more heists in the future.
  3. With the UFO, participate in its graduation. Name the UFO and share ASTRO's programming with it. Help it release the alien skeletons, refuse to help SALLY, then fix the crafting module. The UFO will paint itself black. Eventually you will be led to the space station where the UFO originated and are permitted to live alongside the aliens.
  4. With the UFO, help it get interested in music. Follow similar steps to the graduation, but help SALLY. When offered the chance to pick SALLY or the UFO's music career, pick in favor of its music. Encourage its show using the lighter. You will be led to the space station and become part of the UFO's successful music career.
  5. With the UFO, help it get engaged with SALLY. Follow similar steps to the music career, but pick in favor of SALLY instead of music. You will be led to the space station where you and the aliens get to witness the UFO and SALLY get together, hesitantly.

Ambiguous Endings[]

Ambiguous endings are not clear on whether the crew survived or not. They may end with the text "You Survived... Maybe.", "You Survived... Or Did You?", or "Your Fate Remains Unknown."

Ambiguous survival in Phobonos.

Ambiguous survival in Phobonos.

Phobonos[]

Out of the five endings, one is considered ambiguous.

  1. Fail to open the underground tunnels. This ending applies to any side, the Silo, Vactrain Central, or both teamed up. Explore the cave, then wait for one of the sides to meet with you. Help them out, and finally you will be able to enter the underground tunnels. Fail in the attribute scenario (which can be difficult) and you will be buried by a trap. It's uncertain if you die, but you do not return to your ship.
Ambiguous survival in Robotofu.

Ambiguous survival in Robotofu.

Robotofu[]

Out of the thirteen endings, four are considered ambiguous.

  1. Fail to fix but charge the robo-dog. Locate the dog within the Assembly Line, fix it using the lighter, then find parts on a scavenge to the graveyard. Decorate the dog, and then use the battery to fully charge it. The dog will become aggressive and result in you and your crew becoming shunned by society, turned into an unusual pack of superheroes. It is unknown what happens to you afterwards.
  2. Fail to fix Dumbo and face the consequences. Bring a sock to the rendezvous and meet up with Sheila. Use the strength attribute to attempt to repair Dumbo, then use the gun parts. Succeed in the attribute scenario and figure out that Sheila has mysteriously gone missing (likely destroyed by a now dangerous Dumbo). A crowd surrounds your ship, and you have the choice whether to face your punishment or not. Select yes, and you will be locked in a small ship and sent into space. Whether you find a new home or not is unknown.
  3. Fail to fix Sheila and face the consequences. Follow similar steps to ruining Dumbo, however use the agility attribute to attempt to repair Sheila. Use the lighter, and refuse to confess to Dumbo that you interfered with Sheila. After some time, a crowd of robots will surround your ship for disturbing one of their people. Say yes to facing the crowd, and you will be exiled from society with no help from outsiders. It is unknown if you manage to survive despite this.
  4. Fail to fix Sheila and don't face the consequences. Follow similar steps to ruining Sheilia and facing the consequences, but say no to the crowd instead. The angry crowd will tear apart your ship, leaving you in a similar situation as the alternative. It is a lot more likely that you die since you have no ship.
Ambiguous survival in space.

Ambiguous survival in space.

Space[]

Out of the fourteen space endings, seven are considered ambiguous.

  1. With Felicette, refuse to colonize a planet. Agree to converse with Felicette, and help her with her ship. Then allow Latte onto your ship for research. Eventually Felicette will invite you to colonize a new planet. Say no, and Felicette will wish you a friendly farewell, but accidentally input a command that corrupts the Star Log and causes it to endlessly print paper reading "I LOVE CATS". Whether you die is unknown.
  2. With Felicette, refuse to return to Earth. Follow similar steps to refusing a planet, but do not let Latte onto your ship. Refuse to return to Earth and Felicette will wish you farewell, and similarly to the failed colonize ending, inputs a wrong command that corrupts your crafting module to create cat litter. The litter fills your ship and likely crushes your crew, but nonetheless the ending text is "Your Fate Remains Unknown."
  3. With Felicette, return to Earth. Follow similar steps to refusing Earth, but say yes instead. You will return to Earth, but the ending screen monologue contains "or... did they?", putting into question where you truly ended up.
  4. With Laika, fail the heist and get arrested. Help Laika up until she invites you to perform a heist on a moon. Accept the heist but fail to convince the cops not to charge you. You will be captured and sentenced to soup mining for the rest of your life. It is unknown how long you live afterwards.
  5. With Laika, fail to assist but attempt the heist. It is not entirely clear how this is achieved, so this section is a rough guess. Follow similar steps to failing the heist, but when Laika invites a guest onto your ship, attempt to provoke them in some way (depending on who they are). When you are invited to the heist, accept and then wait for all of the dogs to enter your ship. Once Laika enters, she will banish you to cargo hold and steal your ship. Laika says she will provide you with food, but it's unknown what happens to you afterwards.
  6. With Laika, refuse to go on the heist. Follow similar steps to failing the heist, but do not say yes when asked to go on a heist. Laika will banish you on a small planet with supplies, ensuring your short-term survival. Your fate after this is unknown.
  7. With the UFO, get captured and used for experimentation. Name the UFO and share ASTRO's programming with it. Help it release the alien skeletons, then help SALLY by using the mask. Allow the UFO to keep the space toasters. It will come across a rude space ship, and you should refuse to participate in the attribute scenario. The UFO will lead you to its station of origin, going by the name "SAUCER-367" instead of the name you provided it. You will be coaxed into a warehouse and experimented on for an unknown amount of time.

Bad Endings[]

Bad endings will always end with "You Perished!" (normal gameplay) or "Mission Failed" (missions). In these endings, it is clear that you and/or your crew did not survive. These can occur after specific endings, by dying due to lacking basic needs, being killed by a Space Monster/Traitor/Raider, or by failing a mission.

Dying in Phobonos.

Dying in Phobonos.

Phobonos[]

Out of the five endings, one is considered bad.

  1. Fail to make it to the safe haven. Help the injured phobian back to health, then get imprisoned in the fake haven. Agree to explore the new haven with the prisoner and help fight off the aggressive phobians. Fail to fight them off in the attribute scenario, and the phobians will invade your ship and kill you.

Robotofu[]

Out of the thirteen endings, three are considered bad.

  1. Fail to fix and fail to charge the robo-dog. Locate the dog within the Assembly Line, fix it using the lighter, then find parts on a scavenge to the graveyard. Decorate the dog, but refuse to use the battery to fix it. The dog's eyes will turn red and summon fellow robotic animals to your position, intent on killing you. ASTRO describes the experience as very violent.
  2. Turn Dumbo violent. Bring a sock to the rendezvous and meet up with Sheila. Use the strength attribute to attempt to repair Dumbo, then use the artifact parts. Fail the attribute scenario while attempting to repair Dumbo. You and your crewmates will be killed by Dumbo, as ASTRO again describes a very violent scene.
  3. Fail to fix Dumbo but don't face the consequences. Follow similar steps to turning Dumbo violent, but use the gun parts. Succeed in the attribute scenario and figure out that Sheila has mysteriously gone missing (likely destroyed by a now dangerous Dumbo). A crowd surrounds your ship, and you have the choice whether to face your punishment or not. Select no, and the angry crowd will build an inpassable wall around your ship, trapping you inside. Eventually, you and your crewmates run out of supplies and die.
Dying in space.

Dying in space.

Space[]

Out of fourteen endings, two are considered bad.

  1. With Laika, fail to assist and refuse the heist. It is not entirely clear how this is achieved, so this section is a rough guess. Help Laika, but when Laika invites a guest onto your ship, attempt to provoke them in some way (depending on who they are). When you are invited to the heist, refuse to participate. Laika will abandon you on a small planet with no supplies, and it is strongly implied that you and your crew die.
  2. With the UFO, get destroyed by a larger ship. Fail the attribute scenario to remove the alien skeletons from the UFO (which can be difficult) and the UFO will be disappointed. Refuse to help SALLY. After some time, the UFO will unload its exhaust into your cabin, in which you should offer a battery to calm it down. Refuse to find the source of the moon rocks, then refuse to salvage the UFO. After many warnings from ASTRO, you will eventually come across a large UFO that your UFO led you to. The UFO will lie and say you held it captive, in which the large UFO will blast your ship to smithereens.

Missions[]

Succeeding in missions will grant you a unique ending for each, unlike the endings in normal gameplay. They each follow up on the mission objective and tend to be good endings, with some degree of ambiguity. Each mission only has one proper ending.

Dude, Where's My Oxygen?[]

Survive for forty days and reach the nearest planet, while having to maintain oxygen levels above CRITICAL. You may have to sacrifice a crewmate. The day before, you will have to fight off Rat Judy. If you succeed, you will land on the small green planet. It is not made clear if you and your crew survive or not, but it's likely you don't. Nonetheless, the mission will be completed.

Alone Among The Stars[]

Survive for fifty days completely on your own. You will be found and picked up by your fellow Astrocitizens and taken to safety. Tom, the captain, becomes somewhat of a legend.

Space Pursuit[]

Successfully upgrade your ship's engines by expending minerals, chemicals, and power. The moment the engines are repaired, the ending will occur. You and your crew manage to escape the death robots.

Astrocitizens Assemble![]

Wait for forty-five days for all three of your crewmates to arrive at your ship. You cannot let any of them die in that time. You and your crew go on to spread peace across the galaxy. For unknown reasons, there is a crewmate's hand seemingly buried in rubble on the bottom left of the ending screen.

The Plague From Outer Space[]

Manage to collect the required 200 chemicals. The moment you succeed, the ending will occur. Emmet, the captain, manages to successfully engineer a cure for the unknown alien virus that plagues your crew throughout the entire run.

Galactic Mutiny[]

Turn all of your crewmates from enemies into friends. The moment the last crewmate becomes a friend, the ending will occur. You cannot let any of your crew die in that time (it is important to note that if you crew dies outside of the ship, the mission will fail to end and you will be softlocked). You and your crew become an unstoppable force going on many subsequent space adventures.

Tomb Raiders[]

Explore every location in Mootopia. The moment your crewmate returns to the ship, or dies trying, from the final location, the ending will occur. It is implied the Astrocitizens will attempt to colonize the planet.