recursal/Fanatic-Fandom huggingface dataset:
Event Medals

## Volume 1 Medals

* Aero Liege
* Aero Thief
* Amber Protector

## **Aero Thief**

<aside class="portable-infobox pi-background pi-europa pi-theme-wikia pi-layout-default">

## Aero Thief

 === Location ===

Rushmere Kilgram Grassland

 === Quest ===

Rushmere Quest

 === Weather ===

Windy

</aside>

**EP:** 1

**Attribute:** Wind

**Attack Hits:**  1

## **Amber Protector**

<aside class="portable-infobox pi-background pi-europa pi-theme-wikia pi-layout-default">

## Amber Protector

 === Location ===

Earth Divine Beast Awakening

 === Quest ===

Defeat True Sandoria

 === Weather ===

N/A

</aside>

**EP:** 1

**Attribute**: Wind

**Attack Hits:** 1

**Effects**: Crit-50%

DMG Limit +160%

MATK + 2500

Wind +1250 Increased

Dmg on Earth enemies;

Enemies Wind is decreased;

User's Wind increased (30s).

Hostility increases greatly

## **Apprentice Knight**

<aside class="portable-infobox pi-background pi-europa pi-theme-wikia pi-layout-default">

## Apprentice Knight

 === Location ===

Weizanis Snowy Mountain

 === Quest ===

Exploration Snowy Mountains (Daytime)

 === Weather ===

N/A

</aside>

**EP:** 3

**Attribute:** Earth, Fire, Water, Wind

**Attack Hits:**  None

**Effects:** Long Sword & Rapier's Damage & Recovery amount is greatly increased. Depending on Skill Lv, PATK is increased while Hit is slightly increased (90s) | Draws attention from all enemies
Ranger

Rangers are physical damage dealers that gain abilities that give primarily physical attack and agility. They can use Bows, Magic Bows, and War Axes. Ranger is a Tier 1 class that precedes Mercenary and Breaker. Ranger offers useful passives for all classes, since its masteries grant permanent boosts to Hit.
Timed Events

Timed events are available daily for very short periods of time. They appear in the "Events" tab of the quest board one day before they become available. Timed events typically give unique and highly valuable rewards.

## Attribute Trials

Different attribute trials are available each day of the week. Each is available five times a day, and occurs every four hours from 9:00am PST (-8 UTC) to 12:00am PST. Attribute trials are vital for acquiring Evolve Fusion mats and Rarity Rank Up material, and each element offers five powerful, unique "goddess" weapons that are not available in lottos.

Players complete stamp cards for the prizes of their choice, with options for Evolve mats, Rarity increase material, crystals, weapons, and accessories. Each battle completed drops 3-10 rarity increase material particles and one or more treasure chests containing R–SR accessories. The quest requires of players to find and defeat an elemental Incarnate, a rare monster, in teams of up to 8.

 Monday
 Tuesday
 Wednesday
 Thursday
 Friday
 Saturday

### Metal Mandra

Thursdays, attribute trials are replaced by Metal Hunter quests. Players seek and fight giant metal mandra. These drop R–SR accessories and give a large amount of exp. Players can complete stamp cards at multiple levels of difficulty to win crystals and random accessories.
Weapons

The major weapon types are categorized by job. Each weapon is categorized by their relative skill, which is categorized by class. For example, a crusader is tank, who uses Lance & Shield, which can increase your HP, Def & other stats. The weapons are sorted by job as:

Long Sword: Fighter, Rook, Warrior, Swordmage

Polearm: Fighter, Mercenary, Breaker

Rapier: Knight, Paladin, Crusader

Spear: Knight, Rook, Guardian

Bow: Ranger, Fighter, Mercenary, Necromancer, Assassin

Magic Bow: Ranger, Warlock, Necromancer, Samuari, Assassin

Mace: Priest, Bishop, Crusader, Guardian, Valkyrie

Hammer: Priest, Paladin, Warrior, Guardian

Rod: Magician, Bishop, Necromancer, Swordmage, Valkyrie

Wand: Magician, Warlock, Breaker, Swordmage

Holy Sword: Knight, Paladin, Lord, Guardian

War Blade: Fighter, Rook, Warrior, Breaker, Leif

War Axe: Ranger, Mercenary, Breaker

Scepter: Priest, Bishop, Necromancer, Swordmage, Leif, Valkyrie

Demon Blade: Magician, Warlock, Samurai, Assassin

Magic Sword: Magician, Bishop, Necromancer, Swordmage, Leif

Lance & Shield: Knight, Rook, Warrior, Guardian

Dual Axe: Fighter, Mercenary, Breaker

Heavenly Wing: Priest, Paladin, Lord, Valkyrie

Dual Blade: Ranger, Warlock, Samurai, Assassin

Seraph Sword: Valkyrie
AoT Medals

## Volume 1 Medals

* Aero Liege
* Aero Thief
* Amber Protector

## **Aero Thief**

**EP:** 1

**Attribute:** Wind

**Attack Hits:**  1

## Amber Protector

### Weather

N/A

**EP:** 1

**Attribute**: Wind

**Attack Hits:** 1

**Effects**: Crit-50%

DMG Limit +160%

MATK + 2500

Wind +1250 Increased

Dmg on Earth enemies;

Enemies Wind is decreased;

User's Wind increased (30s).

Hostility increases greatly

## Apprentice Knight

### Weather

N/A

**EP:** 3

**Attribute:** Earth, Fire, Water, Wind

**Attack Hits:**  None

**Effects:** Long Sword & Rapier's Damage & Recovery amount is greatly increased. Depending on Skill Lv, PATK is increased while Hit is slightly increased (90s) | Draws attention from all enemies
Timmy

**Theodore John "Timmy" Junior** is a main character in *60 Seconds!*. He is the son of Ted and Dolores, and the brother of Mary Jane.

## Appearance

In physiscal appearance, Timmy has ginger hair and fair skin. He wears grey slippers, white socks a yellow and blue shirt and brown pants with grey suspenders.

## Game information

Timmy is the best in expedition skillness out of all the four main characters, since he comes back to the shelter quicker and is able to scavenge for more needs. If the player doesn't pick up Timmy in the scavenging section, he has a chance to come back if the player opens the door in early days.

When insane, Timmy can destroy the Boy Scout Handbook.

## Trivia

* According to a journal entry that can appear when he is thirsty, Timmy likes apple juice.
Let us out!!!

**Let us out!!!** is a yes or no event in *60 Seconds!*.

## Summary

The family will need to fight against claustrophbia, and the option they have is to open the fallout shelter's door. One of these three possible journal entries will be shown in this event at random:

* "Breathe calmly. One, two, three. That's better. Don't panic. Don't panic. WE NEED TO OPEN THE DOOR THIS INSTANT OR WE'RE ALL GOING TO DIE! OPEN THE DOOR!!!
* "Are the walls closing in on us? Is this space getting smaller with every passing minute?! WE NEED TO GET OUT OF HERE! NOW! OPEN THE DOOR, OPEN THE DAMN DOOR.
* "Claustrophobia is difficult to fight against. Especially in a little, cluttered. Maybe if we could open the door for a few minutes... let some air in..."

If the player chooses yes, the event will inflict sickness to a member, and the next entry will be shown:

* "Opening the door and letting contaminated air was a great idea. Now, instead of phobias, we need to deal with vomiting."

If the player chooses no, the event will have a high chance to inflict insanity to everyone present in the fallout shelter, and the next entry will be shown:

* "Keeping the door closed was the right thing to do, but the tensions are rising in our tiny, little shelter."
Necromancer

Necromancer is a magic damage dealing class. They have an HP handicap that makes them particularly vulnerable on solo quests, but weapons available to resurrect teammates. Necromancers can use Scepters, Rods, Bows, and Magic Bows. Necromancer is a Tier 3 class that follows Magician and Warlock. It can only be unlocked when the limited-time Special Quest "Necromancer's Reincarnation" is available.
Meagan Mann

**Meagan Mann** is a main character in the upcoming game *60 Parsecs!*.

## Appearance

Meagan Mann is an elder woman with black hair. She wears a red and dark green astronaut suit, as well as white gloves and white boots that have a slight tint of red. She has black glasses, golden earrings and rings on one of her hands. With unusually thick thighs.
Noises From The Walls

**Noises From The Walls** is an event in *60 Seconds!*.

## Summary

The family will start hearing noises from the walls, and they'll eventually go insane. The player has the option to make the family play with the Checkers or the Deck of Cards, but the Deck of Cards is much better, as the Checkers have a chance to leave a member insane.
Sickness

The **Sickness** is a status effect in *60 Seconds!*.

## Game information

Sickness can occur to any member that has came from an expedition without the Gas Mask (if the fallout outside is still highly radiated). Feeding a sick member with Soup Cans every he/she is hungry can cure him/her from sickness. Sick members can also be cured with the First Aid Kit. If a member is sick for too long, that member will die or leave.

## Trivia

* When Ted and Dolores have sickness, they look like they have flu.
* If someone looks closely, Timmy would look like he has chicken pox. Also, Dolores and Timmy would have darker hair then usual when sick.

## Gallery

Sick Ted.Sick and tired Dolores.Sick and tired Mary Jane.Sick and tired Timmy.
Bug Spray

The **Bug Spray** is a defense item in *60 Seconds!*.

## Appearance

The Bug Spray appears to be a black bottle. There is a yellow stripe with a skull and two bones printed on it on the Bug Spray's middle.

## Game information

The Bug Spray is mainly used to fight against mutant insects, such as mutant cockroaches, but can also be used to fight against other enemies such as the old women. The Bug Spray does not help the player's survival that much and therefore should not be considered as a priority during scavenging.
Suitcase

The **Suitcase** is an item in *60 Seconds!*. It has been added to the game in the *What's in the suitcase?* DLC on September 2015.

## Appearance

The Suitcase appears to be a regular brown suitcase with a brown handle.

## Game information

The Suitcase can be used in an expedition to allow the member in the expedition use 3 more items in the fallout shelter. It should be considered as a priority during the scavenging section of the game as it can dramatically increase the chance of survival. In the Little Boy and Fat Man difficulties, there are items found in it. These items will be kept in the shelter later on. It takes 3 weight slots during the scavenging section of the game.

## Trivia

* The Suitcase is the second object that takes 3 weight slots in the scavenging section. The first is Mary Jane.
	+ Out of the two, the Suitcase is the only one of both that is an item, while Mary Jane is a family member.
Rock-licker

The **Rock-licker** (イワナメ, *Iwaname*) is a creature featured in Made in Abyss: Binary Star Falling into Darkness.

## Description

This creature has a reptilian appearance and lives on cliff walls.

It extends its tongue to attack, and swings its tail to strike at the enemies behind it.

## References

1. ↑ 1.0 1.1 1.2 Made in Abyss: Binary Star Falling into Darkness
First Aid Kit

The **First Aid Kit**, also known as the **Medkit**, is an ítem in *60 Seconds!*.

## Appearance

The First Aid Kit appears to be a medkit with a green cross printed on its front.

## Game information

The First Aid Kit is used to cure a member from all his/her sickness and injuries. It can also be brought to an expedition to cure the member in expedition from all harm he/she may got. However, the First Aid Kit won't protect the member in an expedition from dying. It can also restore tiredness in certain events.

## Trivia

* Before an update, the cross printed on the First Aid Kit was red, but it's now green. The posible reason for this can be due to a red cross being an internationally trademarked symbol of the Red Cross via the Geneva Convention, which has caused this sort of change in many video games.
Baby Bronco

**Baby Bronco** is a main character in the upcoming game *60 Parsecs!*.

## Appearance

Baby Bronco is a man with beige skin and ginger hair. He wears a green and blue astronaut suit. He also wears yellow gloves and boots.

## Trivia

* Many fans of *60 Seconds!* think that Baby Bronco is an adult version of Timmy, but this is completely false.
Something Smells Worse than Us

**Shelter Smells Worse than Us** is a disaster event in *60 Seconds!*. This event can only happen if the player has the Radio, the First Aid Kit or the Boy Scout Handbook in the fallout shelter.

## Summary

The family was playing with matches, then one of the fallout shelter's walls starts burning. The player has the option to save one of three items shown under the event's journal entry, said items being the First Aid Kit, the Boy Scout Handbook and the Radio, but any items the player didn't chose will be damaged.
Mary Jane

**Mary Jane** is a main character in *60 Seconds!*. She is the daughter of Ted and Dolores, and the sister of Timmy.

## Appearance

In physiscal appearance, Mary Jane has fair skin and black hair. She is slightly obessed, similar to Ted. Mary Jane wears a baby blue shirt, a dark blue skirt, brown shoes, a pink pigtail on her hair, and white socks.

## Game information

Mary Jane seems to be the character with the least resistance to insanity. Her birthday is an event in the game. In her birthday, the player can give her the deck of cards, the first aid kit, and the bug spray, with the best option being the deck of cards.

If the spiders event happens and the player doesn't use any items, Mary Jane has a chance to become a

mutant.

When Mary Jane is insane, in some days she can either destroy a Soup Can, the Axe, the Flashlight, or the Radio.

## Trivia

* Mary Jane is at times the worst at scavenging out of all the four main characters in the game. She can easily get lost and only brings back a small amount of supplies each time.

## Gallery

Mary Jane as seen in the scavenging section of the game.Tired Mary JaneFatigued Mary Jane
Timmy's Birthday

**Timmy's Birthday** is an event in *60 Seconds!*.

## Summary

When the event occurs, the family remembers that the current day is Timmy's birthday, and they have the idea of giving him an item in the falllout shelter. The items the player can choose are the First Aid Kit, the Deck of Cards, and the Boy Scout Handbook.

If the player chooses one of the three said items for the event, nothing happens. If the player doesn't choose any of them, there is a low chance that Timmy goes insane after the event.
Paranormal Activity

**Paranormal Activity** is an event in *60 Seconds!*. This event requires the map in order to occur.

## Summary

In this event, the map slides off the wall. A safe is then revealed behind the location where the map was on. The possible Journal entries that can be shown when this event happens are these:

* "Today during breakfast we were startled when our map slid off the wall. We checked the nails holding it, but they are all firmly in place. It could be a poltergeist, maybe we need to perform an exorcism to get rid of it... anyway, in the wall behind the map we discovered some sort of safe! We're curious of what treasure might be inside. Should we open it?"
* "We got scared a little bit today when all of a sudden our map just fell off the wall! Maybe our shelter is haunted? When the map fell down, it revealed some sort of safe behind it. We don't remember installing it but we can probably crack it. Well, we technically have all the time in the world to do it. Should we try?"

If the player chooses yes, it would either happen the next:

* Get a random item, with the possible journal entries when this happens upon choosing yes being the next:
	+ "We're no sure how or why the map just decided to slide off the wall, but we're lucky that it happened. Inside the dusty safe we found some supplies!"
	+ "We're still not certain how the map fell down - if it was some ghost playing tricks on us, it's a friendly one! Inside the safe we found some useful items, so we'll do this ghost the courtesy of not calling an exorcist."
	+ "We were excepting big sums of money and gold inside, but found nothing of the sort. It's probably for the best, they should be useless right now. Instead, we found some other stuff that might prove useful!"
* Lose a Soup Can, with the only journal entry that can appear when this happens being the next one:
	+ "That was terrifying! As soon as we cracked the safe open, the lights went out and for a few seconds we were left in complete darkness. When it was all over, we noticed that some of our supplies went missing... Damn that ghost!"

If the player chooses no, nothing will happen, nor a journal entry will be shown.
Terry

**Terry** is a character in *60 Seconds!* that is only mentioned in the event Great Uncle Terry.

## Appearance

It is unknown how Terry looks like, since he doesn't appear physically in the game.

## Game information

Terry is mentioned in the event Great Uncle Terry, which is a yes or no event. The event can only occur if the player has the Boy Scout Handbook.
Dolores

**Dolores** is a main character in *60 Seconds!*. She is the wife of Ted, and the mother of Mary Jane and Timmy.

## Appearance

Dolores is slim-built with luxurious ginger hair. She wears a cream coloured collared dress with an apron with red stripes beneath her waist, and red high heels. She also has purplish-pink lipstick on.

## Game information

When Dolores goes on an expedition, she can find items that cure members from insanity, such as the Deck of Cards. When insane, Dolores will destroy in some days either an entire Soup Can, an entire Water Bottle, the Deck of Cards or the Radio. Dolores can also scavenge in the Dolores DLC.

## Trivia

* Dolores never really seems to age in the game. She now ages in 60 seconds! reatomized

### Glitches

* There is a glitch where Dolores eats a rather weird amount of soup usually after a long expedition.
Priest

Priests are a healing type class. They can bring heals, buffs, and minor physical damage thanks to hammers, making them excellent supporters. Priests can use Maces, Hammers, and Scepters. Priest is a Tier 1 class that precedes Bishop. It is a good class for players wishing to pursue a path in magic, as their masteries give passive MATK boosts.
60 Seconds! Wiki

## Welcome to the Wiki

Welcome to the 60 Seconds! wiki. This wiki is about a game named *60 Seconds!*, made by Robot Gentleman. The goal of the game is to grab the highest amount of items posible before a nuclear bomb explodes in one minute.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Checkers

The **Checkers** are an item in *60 Seconds!*.

## Appearance

The Checkers are a set of a checker game.

## Gameplay

The Checkers are used in some events to prevent members to get insane. They have a similar function to the Deck of Cards, but they have a low chance to leave someone insane. The Checkers can also be traded in some trade events.
Raiders

**Raiders** are enemies in *60 Seconds!*.

## Game information

There is an event called "Raiders!" in which raiders attack the shelter. The raiders then demand the family surrender their supplies over them. The player is given the choice to use the Rifle, the Axe, or the Bug Spray. If the player uses the Bug Spray, there's a high chance of a member getting injured. If the player uses the Axe, there's a high chance to fend the raiders off without any member getting injured. If the player uses the rifle, there's also a high chance to fend the raiders off without any member being injured, but will also damage the rifle.
Deck of Cards

The **Deck of Cards** is an item in *60 Seconds!*.

## Appearance

The Deck of Cards appears to be a bunch of cards.

## Game information

The Deck of Cards is used to cure members from insanity and in certain events and in certain events. It is sort of useful to survival in the fallout shelter, so it should be considered a medium priority during scavenging.
Padlock

The **Padlock** is a defense item in *60 Seconds!*.

## Appearance

The Padlock appears to be a red lock. There's an key included on it when in the fallout shelter.

## Game information

   The Padlock has three major uses:

* When the player gets the *Raiders!* event, the Padlock is one of the options to stop the Raiders.
* It can be brought to an expedition, and its use can allow the member that is in the expedition find two Water Bottles.
* If the padlock is in the shelter and there is only one member left in the fallout shelter, it allows for one final expedition by that single member - the game will automatically skip the several days to the end of the expedition.

The padlock, however, has only one use and cannot be repaired with the Boy Scout Handbook.
Fatigue

**Fatigue** is a status effect in *60 Seconds!*.

## Game information

Fatigue occurs when a member when a member has stayed for more than (around) 20 days without going to an expedition. A fatigued member will always have fatigue upon fatigue is inflicted to that member, meaning that fatigue cannot go away. Fatigue does not influence the gameplay too much, since it just descreases the amount of objects a member can find in an expedition. Fatigued members look dirty, slightly tired, and have their clothing quite torn.

## ​Gallery

Fatigued DoloresFatigued Mary JaneFatigued Timmy
Alternative Diet

**Alternative Diet** is a yes or no event in *60 Seconds!*.

## Summary

The family finds mushrooms on one of the walls of the fallout shelter. One of these three journal entries will be shown in this event:

* "Ha! Guess what? We aleadry got ourselves our very own fallout garden! We've got a bunch of mushrooms growing on one Wall. They're big enough to be eaten. How about that, should we prepare a mushroom feast today?"
* "We found some weird mushrooms growing on one of the walls. Food storage is not a laughing matter, so maybe it could be a good idea to grab a mushroom bite or two. What's the worst thing that could happen?"
* "We were never big fans of mushrooms, but with a colony of them growing on one of the walls, we've changed our loyalties. We're all about mushrooms now! Should we eat them?"

If the player chooses yes, it can either happen the next:

* Restore hunger, with the journal entry when this happens being this:
	+ "Those were delicious. Our only concern is that they were glowing in the dark... and now we are too for that matter...
* Inflict sickness to a member, with the journal entry when this happens being this:
	+ "We learned something today. Tomato soup is our best friend, and mushrooms aren't. Yuck.

If the player chooses no, nothing will happen, with the journal entry when choosing no being this one:

* "We may be hungry, but there are some things that we will never eat. Wall fungus is one of them."
Niagara Falls!

**Niagara Falls!** is a disaster event in *60 Seconds!*. This event can only occur if the player has the Map, the Radio, or the Deck of Cards in the fallout shelter.

## Summary

A flood occurs in the shelter, and the player can choose from the Map, the Deck of Cards, or the Radio to save, but any of said items that the player didn't chose will be damaged. If the player doesn't choose any item, all of the items the player can choose to save will be damaged.

## Strategies

The most recommended item to save is the Radio, as it is needed to get a good ending; the Map can be repaired with the Boy Scout Handbook and the Deck of Cards isn't often needed for victory or many events.

## Trivia

* This event tends to happen very early, usually within the first 14 days.
* Niagara Falls! is the most frequent disaster event in the game.
Water Bottles

**Water Bottles** are rationable items in *60 Seconds!*.

## Appearance

Water Bottles appear to be bottles filled with water, and have dark blue chip.

## Game information

Each member takes 1/4 of a Water Bottle. Members will require water much more frequently than Soup, so Water Bottles should be considered more of a priority than Soup Cans. A member will die if he/she doesn't drink water for 5 days.
Ammunition

The **Ammunition** is an item in *60 Seconds!*.

## Appearance

The Ammunition appears to be a group of five bullets.

## Game information

The Ammunition does not have many uses. It can only be used in some events.

## Trivia

* Some players think that the Ammunition is an item required for the Rifle to work. The Ammunition is not required for the Rifle to work, however.
Boy Scout Handbook

The **Boy Scout Handbook** is an item in *60 Seconds!*.

## Appearance

The Boy Scout Handbook is a green book. On the portrait, there is an illustration showing three guys wearing boy scout outfits.

## Game information

The Boy Scout Handbook is an items with many uses. Below is a list of all of its uses:

* It can repair almost every item in the game. The only items it can't repair are the Padlock and the Bug Spray.
* It can be used in many events: Some of them are Education and Great Uncle Terry.
* It can also be used as a defense in events in which the fallout shelter gets attacked by insects.

If Timmy is insane, he has a chance to destroy the Boy Scout Handbook.
Monsters

All monsters have their own strengths and weaknesses. Most also have a child version, which is generally weaker than the regular variant.

## Zombie

A weak, early-game monster. Sometimes villagers that are killed by monsters will be resurrected as zombies. Begins spawning on day 3.

## Skeleton

Fast monster, vulnerable to blunt damage. Spawns from graveyards. Begins spawning on day 5.

## Headless

A basic low-level monster with no particular resistances.

## Slime

Highly resistant to non-magic damage. Larger slimes will split into two smaller ones when killed. Small slimes begin spawning on day 2, and normal slimes begin spawning on day 4. During a Blood Moon, red slimes will spawn all around your village.

## Fire Elemental

The fire elemental can shoot fireballs. They suffer damage from rain and water, and cannot cross bodies of water. Your buildings are particularly vulnerable to their fire attacks. Begin spawning on day 16.

## Specter

Specters are magical entities with a lot of health but traverse slowly. They can pass through wood and stone walls, but curtain walls will block them. Resistant to non-magical damage. They begin spawning on day 12.
Fix the Flashlight

**Fix the Flashlight** is an event in *60 Seconds!*. It can only happen when the player has in the fallout shelter a broke Flashlight and a Boy Scout Handbook.

## Summary

The family has the idea to fix the broken flashlight. In this event, the player can only use the Boy Scout Handbook. If the player decides to fix the flashlight, it can either succeed or fail. Members may get hurt after the event if the player decided to fix the flashlight.
Tiredness

**Tiredness** is a status effect in *60 Seconds!* and *60 Parsecs!*.

## Game information

Tired members will be unable to go to an expedition. Members can also have a chance of getting tired when returning from an expedition. To cure members from tiredness, the player should feed them frequently. Some events can also inflict Tiredness.

## Gallery

### *60 Seconds!*

Tired Ted.Tired Dolores.Tired and sick Dolores.Tired Mary Jane.Tired and sick Mary Jane.Tired Timmy.Tired and sick Timmy.
Soup Cans

**Soup Cans** are rationable items in *60 Seconds!* and 60 Parsecs!. They are a source of food.

## Appearance

Soup Cans have the appearance of red cans. In the middle of them, there is a white stripe with yellow outlines with "SOUP" written on their middle.

## Game information

Soup Cans restore hunger/starvation. Each member takes one quarter of a Soup Can. If a member goes without eating soup for 11 days, they will die of starvation. However, if a member becomes hungry and days of feeding are missed, the member will be hungry even after being fed, and the countdown to death of starvation becomes difficult to predict. Once fully fed, they can become hungry six days after eating, or if hungry, they can even die three days after eating. The best solution is to continue to feed the member until they cease being hungry. Additionally, if the player doesn't feed a member for about 8-9 days, that member can get Sick.

## Events related to Soup Cans

This is a list with all events that can give Soup Cans or make the player lose Soup Cans:

* Paranormal Activity: In this yes or no event, losing a Soup Can is one of things that can happen if the player chooses yes.
Ted

**Theodore John "Ted" Mcdoodle Senior** is a main character in *60 Seconds!*. He is the husband of Dolores, and the father of Mary Jane and Timmy.

## Appearance

In physical appearance, Ted has fair skin, is slightly overweight, and has black hair. He wears a white shirt, a brown overcoat, an orange tie, gray trousers, a brown belt (only visible during the scavenging section of the game), and black shoes.

## Game information

Ted is the only playable character in the scavenging section of the game besides Dolores (Dolores DLC only). In the scavenging section, Ted has 4 weight slots to hold items. Some items take up multiple weight slots, such as the Axe, and family members. If Ted fails to get into the fallout shelter in time, he will dive to the floor, and the player will be given "The End" screen. This happens even if all other family members got into the shelter on time.

### Facial hair

Ted will start growing up facial hair in day 2. The facial hair will grow up from a stubble to a lumberjack beard, which triggers an event involving on shaving Ted. The Axe is the only item the player can use to shave Ted. If the Axe is used, Ted's facial hair won't be fully removed. Instead, it will turn back to the stubble stage. Additionally, Ted may get injured upon using the Axe.

## Trivia

* Oddly, in the scavenging section of the game, Ted's hair appears to be tinted brown.
* If Ted is in the fallout shelter, and when an event that has no choosable member to do it, it will always be Ted the one who completes the action.
* Ted weirdly enough can survive a long time without eating Soup Cans. This behavior is often seen to Timmy, too, albeit to a higher level.
Game modes

Game modes change various parameters of the game's mechanics, influencing the game's difficulty in the process.

Traditional is recommended for learning how to play. Modes can be changed in the world map.

Game progress is bound to a specific mode. Changing game mode will also change the progress to that of the new mode. to revert the changes - change back you your original mode.

## Nightmare

Monsters are already on the map and spawn at higher rates.

Full moons are less frequent.

Summer and winter are 7 days long (instead of 5).

## Survival

The "default" mode. Monsters start spawning on first night.

## Traditional

Monsters start spawning on the second night, and are less numerous.

Recommended for first-timers.

## Sandbox

Play around with the game's mechanics (change time of day, spawn resources directly etc.)
Zoo Escape

**Zoo escape** is an event that involves leaving the fallout shelter in *60 Seconds!*.

## Summary

The family hears animal stampeding in the surface. One of these two journal entries will be shown in this event:

* "Hear that? It sounds like a herd of animals are stampeding above our heads, across what used to be our beautiful lawn. They are not getting away with that! It might be a perfect opportunity to get some fresh food. Who should go hunting?"
* "We've been hearing a lot of noises coming from our neighbourhood today. Our guess is that there is a zoo escape and the animals are stampeding there. It might be a good chance to hunt for some fresh food, who should go outside?"

If the player chooses a member to go, that member will fail to hunt any animal, with the journal entry when choosing a member to go being the next:

* "Too bad we never practised sharpshooting, every shot we fired in the direction of those animals that looked like two-headed cows, was a miss. Let's hope we'll be on target next time."

If the player doesn't choose any member to go, nothing will happen, with the journal entry being the next:

* "A hunting excursion sounds too risky. What if these are not your average animals, but mutant spider-lions or worse?

## Trivia

* If this event happens and the player chooses yes, a drawing of a two-headed cow will appear at the left wall of the fallout shelter the next day.
Doggo House

**Doggo House** is the preferred housing for Doggos, who have joined your village.
Wild Doggos do not need housing.
If you don't have enough housing in **Doggo Houses** for a Doggo, it will try to settle in human Housing, occupying a spot instead of a human.

## Tiers

Makeshift Doggo House (Tier 1) Max Storage:

* 6 raw (veggies, water bucket, meat, eggs)
* 12 refined (rations, water bottle, boiled eggs, cooked meat)
* Housing capacity: 6 Doggos
* Bonus: 50% Sleep Speed, 2 Health Regen

Doggo House (Tier 2) Max Storage:

* 12 raw (veggies, water bucket, meat, eggs)
* 24 refined (rations, water bottle, boiled eggs, cooked meat)
* Housing capacity: 12 Doggos
* Bonus: 65% Sleep Speed, 3 Health Regen

Established Doggo House (Tier 3) Max Storage:

* 18 raw (veggies, water bucket, meat, eggs)
* 36 refined (rations, water bottle, boiled eggs, cooked meat)
* Housing capacity: 18 Doggos
* Bonus: 80% Sleep Speed, 4 Health Regen
Blood Moon

The Blood Moon is a random event that can only occur at night. During the blood moon, blood will rain from the sky, and Blood Slimes will spawn in or near your village. Normal enemies from the corruption will still spawn and attack during a blood moon. The level of this Blood Slimes that spawn will be around the same as the enemies spawned from the corruption. Ghosts of villagers will also spawn at a much higher rate.
God Dust

God Dust is an item, which may be dropped if a God Building gets destroyed. Has no other use than to be sold to Catjeet Provisioners at a Marketplace and an achievement goal linked to that (The Dust Must Flow!).

For a God Building to drop God Dust, it must be destroyed by damage, using the Dispel Structure spell does not yield God Dust.
Catjeets

**Catjeets** are friendly human-cat crossbreed, who can become villagers or are Marketplace Provisioners.
**Catjeet** can also give birth to Nephilim Catjeet babies. (Note that they remain **Catjeet** even as they become Nephilim.)

## Catjeet Nomads

**Catjeet Nomad** is a **Catjeet**, who arrives as a Nomad in order to join your villages population.

## Catjeet Laborers

**Catjeet Laborers** can be Hired at a Marketplace. Once Hired, those Laborers became part of your village's (**Catjeet**) population.

Hiring Catjeet Laborers costs Gold Coins. If a laborer is hired, a similiar notification to *a villager being born* is displayed, with the message stating: "*Firstname Surname* was hired.".

Hiring **Catjeet Laborers** can take quite some time, as it is mostly random. You can boost the frequency the occurance by with upgrading existng or building additional Marketplaces.

## Catjeet Provisioners

**Catjeet Provisioners** are friendly **Catjeet**, who will bring in the goods for you buy or take away the goods you sell at the Marketplace.

**Catjeet Provisioners** arrive to the Region from the Map's Edge, once you've set up a Trade Request (either buy or sell) and after completing the trade, the laborer will leave the Region from the Maps Edge.
Clucker

*Wild* **Cluckers** are animals(actually birds), who can be tamed (picked up) by rangers and brought to live in Clucker Coops.

Butchering a *Tamed* **Clucker** in a Kitchen yields (unknow amount of) Raw Meat and (unknow amount of) Feather.

Whilst living in Coops, **Cluckers** may produce Eggs. Although they tend to eat the Eggs themselves.

Cluckers may breed in captivity. Tame Cluckers attack any Enemies they encounter.

See also: Beefalo, Entler, Rous, Doggo

1. ↑ https://discord.com/channels/326865360475127809/360401106636898305/754326490417594430
2. ↑ https://discord.com/channels/326865360475127809/326865360475127809/1154543112539091066
God Energy

**God Energy** does not exist in the game; it may be confused with either:

* God Experience - which is used on the World Map to open chests.
* Influence - which is used to cast spells.
* Energy - Essence stored and used in magical buildings.
* Essence - Energy, which is free-floating in the Region. (can be either stationary or moving, if attracted by anything)
Clucker Coop

## Can Store

**Clucker Coops** are to house Cluckers.

A Ranger's Lodge is needed to hire a ranger, who will bring in a Wild Clucker, if there is both housing space for the Clucker and roaming Wild Cluckers available. (*See "Animals" if no Wild Cluckers available*)

Once a Clucker has been brought to a **Coop**, it becomes tame.

A **Clucker Coop** can store Water and Raw Vegetables for the Cluckers.

Any surplus over 75% of the maximum capacity of the **Coop'**s Cluckers can be taken to a Kitchen to be slaughtered.
Fire Elemental

The only enemy with ranged attack. The attack range is 8 tiles.(the AI doesn't always pick a location exactly 8 tiles away, sometimes it'll come in a little closer.)

Incredibly dangerous in high numbers, may shoot over most walls and is able to take on any villager all by himself as his attacks inflict burning effect. Lights buildings on fire.

**Fire Elemental** takes huge amount of damage when thrown to the water and will not deliberately walk into it. Rain also damages it. (Remember that in Winter bodies of water will freeze.)

Caution is advised on maps with high amount of water when building bridges between islands - fire elemental will (unlike any other monster) choose to destroy any structure blocking it's way rather than walk around it by walking into water, even if it is a fire pit.

**Fire Elementals** spawn from:

* Corrupted Graveyards
* Uncorrupting Tiles
* Meteors are sometimes **Fire Elementals** instead of Rocks. Those Meteors Spawn during Meteor Shower event and Blood Moon event and can be Summoned with a spell: "Meteor".

## References

1. ↑ https://steamcommunity.com/app/328080/discussions/0/1692659769961631397/
Courier Station

Courier Station is used to spawn Courier Golems with whom you can deliver resources to your neighboring World Map regions (connected with nodes).

### Spawning a Golem

Spawning a Golem costs 100/75/50 charge energy and a Rock. The rock is not delivered to the **Station**, but must be in the range of it (storage works) and is teleported to the **Station** when the spawning occurs. You can spawn(4/6/8) two Golems more than you have parking spots for(2/4/6).

### Delivery

Workers of the **Courier Station** are tasked with bringing delivered resources to the Courier Golems waiting at parking spots.

Once fully (sometimes partially?) loaded a golem dispatches.

Destination Neighboring World Map region needs to have a Camp building started (but doesn't have to be finished) for the Golems to arrive at the location. Golems leave the source **Station** without checking, if the destination is capable to receive. (If the camp is not started, they teleport to Limbo (and wait there), if it is, they walk to the map's edge.)

It takes them some time to travel in the Limbo between Regions.

Upon arriving at the destination, they walk from the Maps Edge to the Camp, drop their resources and either go to a local **Golem Station** or when there is no local **Station** they just explode, leaving behind some essence.
Raw Vegetable

**Raw Vegetables** are basic, low-quality food that, in addition to being terrible at feeding your people, are also used in making Rations and feeding Animals. **Raw Vegetable's** food value is 25.

Raw vegetables are acquired by either:

* Harvesting Wild Plants. (This includes the results of the spells "Holy Potatoes" and "Motivate Land".)
* Grown in Farms.
* Bought from Marketplace.
* Sent in from an older village.

Number of **Raw Vegetables** eaten per day are:

* ~3 for idle villagers.
* ~3-6 for working villagers.
* ~4 for children.
* ~1 for Cluckers.
* ~2 for other animals.

1. ↑ https://discord.com/channels/326865360475127809/360401106636898305/745116220914794547
2. ↑ https://discord.com/channels/326865360475127809/360401106636898305/1099963327821651978
Migration Way Station

The Migration Way Station is a building that allows villagers to move between villages and to establish new villages. Every day in the morning any migrants readied will leave for the adjacent region they were assigned to. Only adults, not children or elders, can migrate.Once built the Station lets you pick adjacent locations and 'Send' a number of 'Migratable Villagers'.

Migratable Villagers = How many villagers that can migrate to other regions. Only young, healthy adult villagers can migrate. You must maintain a total local population of at least 15 to be able to migrate.

    About a day or two later in the morning messages start to show on screen that villager is prepared to leave. Once morning timer is finished all villagers that prepared leave regardless if it matches the number you told to leave the village. Along with any cuiror goloems you have loaded up
Entler

*Wild* **Entlers** are animals, who can be tamed (picked up) by rangers and brought to live in Animal Pens.
Butchering a *Tamed* **Entler** in a Kitchen yields 11-12 Raw Meat and (unknown amount of) Wood.

Entlers may breed in captivity. Tame Entlers attack any Enemies they encounter.

See also: Beefalo, Rous, Clucker, Doggo
Rous

*Wild* **Rous** are animals, who can be tamed (picked up) by rangers and brought to live in Animal Pens.
Butchering a *Tamed* **Rous** in a Kitchen yields 16 Raw Meat. (Butchering **Rous** doesn't have any sideproducts)

Rous may breed in captivity. Tame Rous attack any Enemies they encounter.

See also: Beefalo, Entler, Clucker, Doggo
Volume.1 Medals

* Aero Liege
* Aero Thief
* Amber Protector

## **Aero Thief**

**EP:** 1

**Attribute:** Wind

**Attack Hits:**  1

## Amber Protector

### Weather

N/A

**EP:** 1

**Attribute**: Wind

**Attack Hits:** 1

**Effects**: Crit-50%

DMG Limit +160%

MATK + 2500

Wind +1250 Increased

Dmg on Earth enemies;

Enemies Wind is decreased;

User's Wind increased (30s).

Hostility increases greatly

## Apprentice Knight

### Weather

N/A

**EP:** 3

**Attribute:** Earth, Fire, Water, Wind

**Attack Hits:**  None

**Effects:** Long Sword & Rapier's Damage & Recovery amount is greatly increased. Depending on Skill Lv, PATK is increased while Hit is slightly increased (90s) | Draws attention from all enemies
Ration

## Rations

**Rations** are the best food available in the game with the food value of 120.

**Rations** are made out of a Raw Vegetable and a Cooked Meat in a Kitchen.

Villagers can carry a **Ration** in their inventory. The value displayed on the icon starts with 120 and indicates how much is left of the **Ration**.

Fastest eaters seem to consume their **Ration** in a little less than 2 days (48h).

### Decay on ground

When lying on the ground, **Rations** begin to turn darker after ~20h ingame time and some of them will start to decay into Organicy Trash.

By 24h 100% of the **Rations** have decayed into Organicy Trash (at *Temperate* temperature, dry).

Rain fastens the decay, other weather conditions(temperature) might also have an effect.

1. ↑ https://discord.com/channels/326865360475127809/360401106636898305/981370972303142912
Drones

These are the corruption's equivalent of your followers. They are physically weak. They mill around inside the corruption, harvesting materials and using them to build graveyards and defensive towers. As they build more graveyards, the corruption will spread further and there will be more total drones and monster spawns.

When a drone dies, the corruption almost instantly spawns a replacement. This means there is limited value in harassing the drones with golems or towers. However, sometimes a drone will wander far enough out of the corruption that you can pick them up with the Grab spell. You can drop them in a "jail" in which they will die slowly, costing the corruption some dronepower. Moreover, drones can be jailed forever if such "jail" can be naturally found in the corruption territory (most common between the rocks). In such cases trapped drones will try to build as many corrupted defence towers as the space allows them to, but ultimately not finishing any of them, for more than one resource is required to construct them.

Drones will continue to spawn even in the blocked tiles if one manages to push back corruption beyond any walkable space. They will then wander to an availiable tile of their choosing just like any being dropped on an unwalkable piece of land by the Grab spell. The only way to stop drones from spawning is to decrease corruption infected tiles to zero. It will not however stop regular monsters from spawning if any finished corruption building is still standing.

Vulnerabilities: 20% fire, magic fire
Damage Types

Rise To Ruins features several damage types:

* **Regular** (used for game mechanics, for example old villagers and golems lose HP periodically until they die)
* **Crushing**
* **Piercing**
* **Slashing**
* **Fire**
* **Ice**
* **Electric**
* **Poison**
* **Dysentry** (drinking dirty water probably causes dysentry damage)
* **Blight**
* **Nutrients** (starvation probably causes nutriends damage)
* **Magic** (non-elemental magic damage)
* **Magic fire**
* **Magic electric**
* **Magic ice**
* **Water** (drowning proobably causes water damage)

## Physical damage

### Crushing

Unarmed villagers, stone and wood golems, and sling, spray and bullet towers deal crushing damage.

### Slashing

Villagers equipped with swords deal slashing damage.

### Piercing

Villagers equipped with a bow, bow and ballista towers deal piercing damage.

## Magical damage

### Blight

dealt by zombies.

If a villager is killed while blighted, the villager will also turn into a zombie. Can be healed by medics or with the healing aura spell.

### Poison

dealt by slimes.

Will slowly decrease the villagers health for a while, or until they die. Can be healed by medics or with the healing aura spell.

### Magic

Crystal golems, elemental bolt and phantom dart towers deal magic damage.
Villagers

Villagers are the blood and life of each village. They perform build, harvest and defend the village.

Each Villager has their own statistics, made up of Strength, Dexterity, and Intelligence.

Villagers offer a bonus of increasing the maximum essence you can hold at a time. This number is increased for each villager you have alive on the map currently and decreased proportionally by the death or moving to limbo of a villager.

Villagers will automatically equip weapons and armor if they find it on the ground and will either flee or fight when an enemy is encountered.

Villagers reproduce after forming a relationship with another villager and will only become pregnant if they both have a home. Villagers will automatically move into the same home if possible if they have mated.
World Map

There are currently forty-five Regions on the world map to chose from, which are in six different biomes. Each map Region offers its own difficulty and array of challenges.

All World map Regions are affected by global Corruption Threat. As global corruption increases the world becomes more hazardous.

Directly connected Region nodes allow migration and delivery between those regions.

#### World Map Trivia

There are many references to other games that can be spotted around the coast in the ocean and lakes along with some recognizable shape that are not directly referring to games.