الوسم: alters

  • How Long Does It Take to Complete The Alters?

    The Alters is a game that blends several genres, including narrative adventure and survival. Typically, narrative adventures are shorter with a defined conclusion, while survival games can offer an ongoing experience.

    This combination puts The Alters in an interesting position regarding how long it takes to finish. The time required can greatly vary based on your approach to the game and how extensively you engage with its various systems. However, there’s a reasonable estimate for how long it should take to complete.

    How Long Does It Take to Complete?

    Based on data from HowLongToBeat, completing The Alters will take you about 17 to 21 hours for the main story and side quests.

    This time can vary depending on how deeply you engage with the social and survival mechanics. You can often skip certain tasks by having an Alter perform them or by managing them quickly without getting bogged down in details.

    How Long Does It Take to Achieve 100%?

    If you aim to experience everything The Alters has to offer, be prepared for a bit more of a time commitment. The total completion time is around 26 to 27 hours.

    This could take longer based on your choices, as there are achievements related to making different decisions within the story. This means you might need to replay parts of the game.

    If you take your time during a second playthrough, the total time could increase significantly. However, if you focus on rushing toward the achievements, it shouldn’t take as long during the second run.

  • Which Cure Should You Use in Act 2 of the Alters? Completing the Puzzle!

    Which Cure Should You Use in Act 2 of the Alters? Completing the Puzzle!

    As soon as the Technician grabs the guitar at the end of Act 1 in The Alters, you know things are about to take a turn for the worse. The unexpected emergence of a brain condition among the Alters means they have only days left to live unless a cure is found.

    With limited time and resources, you have two paths: trust Maxwell’s unsettling method involving living brain tissue or risk involving Lena. Your choices here will significantly affect the remainder of the game, so consider carefully.Be warned, this guide contains spoilers.

    Maxwell’s Cure

    Maxwell suggests a default cure that involves researching QC Hacking to reprogram the Quantum Computer, creating a Tabula Rasa—an Alter devoid of memories and awareness—to harvest healthy brain tissue for the other Alters. No matter which route you take, you must create the Tabula Rasa to keep the story progressing.

    Once the Tabula Rasa is extracted from the Womb Module, you have three days to decide; if you don’t consult Lena or craft enough Brain Implants for each Alter in the base by then, you will have to default to Maxwell’s cure.

    While Maxwell’s method does kill the Tabula Rasa, it provides a permanent fix for the Alter’s condition and prevents it from appearing in any future Alters you create. If you kept Lena in the dark, Maxwell will take charge and supervise your extraction in Act 3.

    Lena’s Cure

    After Maxwell introduces his cure, you can take on the Second Opinion side quest by calling Lena to disclose the truth about the Alters and request her assistance. She will follow up the next day with designs for neural implants that can be crafted in the Workshop. If you have enough to equip each existing Alter within three days after creating the Tabula Rasa, you can opt for Lena’s treatment.

    There are two main outcomes from this choice:

    • Involving Lena will leak the situation to the leadership of Ally Corporation, leading to the firing of Maxwell and Lucas in Act 3. From then on, you’ll have to face the Corporation’s COO, Agatha, even if you don’t ultimately use the implants.
    • If you decide to use the implants, you must craft a new one for each subsequent Alter you create. The implant becomes an added cost for creating an Alter in the Quantum Computer, alongside the usual 20 Rapidium.

    Additionally, these implants allow Ally Corporation to track the Alters when they return to Earth, a prospect that many Alters despise. However, in Act 3, Lena will find a way to disable the trackers, which can persuade the rebels, including the Technician, to return.

    Major Consequences

    Not all Alters will be on board with your choice; many have strong opinions about which treatment to prefer, and those opposing your chosen cure will become permanently alienated. Their mood will drop to the lowest level, making them work fewer hours and refusing to converse with you, regardless of gifts or quests you might offer.

    Moreover, any Alter that disagrees with your decision will exit the base at the conclusion of Act 2; they cannot be replaced by new Alters unless there are available slots in the Quantum Computer, so consider the team’s leanings before making a choice to avoid a manpower shortage.

    Creating an Alter who opposes your decision later on will still lead to them disliking you, preventing you from accessing their storyline during that playthrough.

    Which Alters Favor Each Cure?

    The Technician will always disagree with your decision, while the Scientist and the Guard will support your choice. Since Maxwell’s cure necessitates killing Tabula Rasa, he can only join your team if you opt for the neural implants.

    The other Alters have their preferences as follows:

    Maxwell’s Cure Is Supported By…

    Lena’s Cure Is Supported By…

    If you already know which cure to go with, consider forming your crew from those who will agree with you. Lena’s cure tends to be more manageable, but it excludes the Miner and Worker, both of whom have excellent skills.

    The Shrink only becomes available after creating the Doctor, and since they’re on opposing sides of the issue, one will always rebel if you recruit both.

  • Completing the Quest: Solving for All Planetary Samples in Alters

    Completing the Quest: Solving for All Planetary Samples in Alters

    Collecting Planetary Samples is essential for significant upgrades in The Alters. There are only a few of them throughout the game, and locating them involves tracking Interal Trails using the Luminator. This task can be tricky since the trails frequently lead off the main paths, requiring you to navigate around obstacles and find alternate routes to pick up where you left off.

    Despite the effort involved, it’s worth it. The technologies you unlock with these Samples are some of the finest available. Here’s a guide on how to find each Sample so you don’t miss any.

    Once you activate an Interal Trail, there’s no rush to complete it. You can finish it as long as you do so before completing the current chapter. You don’t even have to follow the trail exactly; feel free to explore or head straight to the endpoint after activating the beginning point.

    Act 1

    The first Act expands on the Prologue’s tutorial, so there aren’t many Planetary Samples to discover. However, be sure to grab the two available before moving on!

    Northeast

    The first Interal Trail is vital for researching the Luminator. Head south from the base, reach the Mineral deposit, and then take the eastern path leading north, crossing the lava river.

    Be cautious on the narrow path since it’s filled with Anomalies, including the first Following Anomaly towards the end. You won’t be able to defend yourself on this initial visit.

    Once you reach the trailhead (the glowing green light), go back to the Scientist to start researching the Luminator. When equipped, head back to begin the trail, which goes up the ledges to the right and then loops south through the east area. If you haven’t yet, you can collect a cargo pod at the hill’s peak. The Planetary Sample is situated in the southeast area, so grab it before returning to the Mineral deposit.

    South

    The second Interal Trail of Act 1 becomes available only after the last Magnetic Storm of the Act, so you need to find it in the final week before Sunrise. Its starting point is located southwest of the Organics field, along the main central path from the Minerals deposit.

    Follow the path uphill and take a right at the top. Navigate around the small lava pool and climb the ledge beyond it, continuing to follow the trail to its end where you can collect the Sample on your left.

    Act 2

    Act 2 climbs

    Exploring in Act 2 can be quite challenging until you research and construct the Climbing Hook Upgrade, which only appears on the tech tree when you try to scale a high wall without it. We recommend doing this before you attempt to collect any samples, as it will save you time in the long run.

    Act 2 has significantly more Planetary Samples than the previous acts, making this a crucial time to conclude research on pivotal techs that will aid your strategy.

    West

    Midway between the base and the Enriched Metals deposit to the west, you’ll find a high climb that leads into the Rapidium Caves. The trail starts at the bottom; once you activate it, climb up and venture to the back of the first cave chamber, located to the right of the Energy Gate.

    Northwest

    In the cave north of the Rapidium deposit, you can find this trail just east of the cargo container housing the last Qubit Chip. The trail can be a bit confusing as it quickly ascends to an overhead path, leading you to backtrack or progress without clear direction.

    Your destination is the hill in the northwest section of the Mineral deposit. The quickest route is to backtrack to the Rapidium deposit and take the land bridge. This allows you to promptly pick up the trail again and follow it to your goal while collecting the Holochip along the way. Alternatively, you can go through the Energy Wall to the south, but this longer route is less efficient.

    Regardless, at the top of the hill, look for the sample atop the rock formation.

    South

    You’ll encounter this trail anomaly to your left as you enter the southern part of the canyon, just southwest of the base. After activating it, climb the ledge on the opposite side, enter the cave, and climb again. No need to cross the gorge using any natural bridges.

    At the summit of your second climb, continue straight ahead and eliminate the Pulsating Anomaly; once it’s down, you can safely gather the Sample on the cliff wall to your right.

    Northeast

    Act 2 northeast area

    Climb the cliff directly behind the base to find this trail after the first Magnetic Storm of Act 2. The fastest route to the Planetary Sample is to head back down the cliff towards the base and turn left, entering the tunnel leading to the Organics field in the northeast. You’ll find the Sample at the back of the first cave chamber.

    Extreme South

    The last Interal Trail of Act 2 only appears after the second Magnetic Storm, so you need to collect it in the week leading up to Sunrise. Head to the ledge overlooking the southern Metals deposit to kick off your search.

    The Sample is easy to find; just climb down the ledge towards the Minerals, turn left, and follow the wall into a dead-end cave. This spot also features a hole in the ceiling where you can thread a pylon connection to the Metals Outpost above, making it a useful map marker.

    Act 3

    The Alters base in Act 3

    You won’t start seeing Interal Trails in the final Act until after the first Magnetic Storm. Use this time to secure your resource supply and locate the rebels; they need to be supplied before the second Magnetic Storm or they will perish.

    South

    After the first storm, an Interal Trail will appear just outside the base, to the southwest. To save time navigating through obstacles, climb down the nearby ledge and head south into the darkened valley; the Planetary Sample is just inside the area’s entrance.

    You might need to destroy the Prism Anomaly in the valley for better visibility.

    North

    Final sample location

    The last Planetary Sample in Act 3 (and the game) becomes available as Sunrise approaches. Locate the twisting cave west of the Enriched Metals deposit, north of the base to start the trail, then backtrack to the southern area of the deposit’s radiation field.

    If you wish to avoid excessive radiation damage, travel to the nearby Rapidium Outpost and fast travel back to the base. You can then rappel down to the caves south of the Enriched Metals deposit, collect the Sample, then climb back up.

  • How Your Choices Shape the Ending in The Alters: Completing the Puzzle

    How Your Choices Shape the Ending in The Alters: Completing the Puzzle

    The Alters requires players to make numerous decisions throughout its narrative. Many of these choices are immediate and personal, influencing the survival of the mobile base and its crew. However, some of the significant choices, especially in the latter half of the game, play a crucial role in determining the conclusion of Jan’s story.

    This guide outlines key decisions players must consider and how each affects the game’s ending. Sometimes a small choice can lead to a major difference, while other endings necessitate a full replay to uncover.

    This guide contains spoilers. It’s best to complete the game at least once yourself before diving in.

    Rapidium

    The first significant factor that influences the ending is the amount of Rapidium you collect before the rescue ship arrives. You can create up to five Rapidium Arks during the game: one at the start and one for each Base Expansion upgrade you complete. The more Rapidium Arks you create, the more successful Project Dolly will be and the larger positive impact it will have on life back on Earth… in most scenarios.

    Due to Rapidium’s unstable quantum state, only Rapidium stored in Arks survives the journey back to Earth. The total amount you’ve stored in standard storage doesn’t count—only the number of Rapidium Arks matters by the end of the game.

    In nearly every ending except for Maxwell’s (which you can read about below), most of the Rapidium will end up with Ally Corporation, which hoards it for research. If you manage to bring back a significant amount, they allow licensed franchisees to innovate technology with it, reducing the global food crisis. If Lucas helps during your escape, he ensures that additional Rapidium reaches independent startups that begin addressing the food shortages immediately.

    Check in with Lucas each time you create a Rapidium Ark; having him on your side by the end of Act 2 is crucial, and making Arks is essential for that. Aim to complete at least three before activating the Neutralizer Towers if you want his support later.

    Maxwell Versus Agatha

    Jan Dolski's Ally Corp ID badge on a desk in The Alters.

    In the first two acts, Maxwell insists that no one on Earth can learn about the Alters. By keeping this secret from Lena, which means relying solely on Maxwell’s treatment for the Alters’ brain problem in Act 2, Maxwell remains your supporter in Act 3. However, if Lena discovers the Alters and creates the neural implants, she reports Maxwell to the board and has him removed, forcing you to work with Agatha, the COO of Ally Corporation, from that moment on.

    In terms of gameplay, Act 3 proceeds similarly under both characters, but there’s one critical difference: the Technician and any Alters who leave the base will only return if you used the neural implants. Consequently, siding with Maxwell means permanently severing ties with them. During the ending sequence, though, your patron threatens you should you attempt to save the Alters by deviating from the extraction plan. You can either sabotage the rescue mission to save the Alters or let the soldiers proceed, ultimately surrendering the Alters to Maxwell or Agatha.

    Maxwell’s Ending

    If you permit Maxwell to guide the rescue operation as arranged, he will take all the Rapidium you’ve collected to revive his neuroscience project, Project Elah. This worsens the global food crisis, and the Alters become subjects for testing. Lucas abandons Maxwell’s plan to focus on humanitarian efforts, while Jan assumes a new identity and a comfortable life but remains tied to Maxwell indefinitely.

    Agatha’s Ending

    If you let Agatha and the Corporation execute the rescue plan without obstruction, Lena receives a promotion to Head of Rapidium Technologies but cuts Jan out of her life as he betrayed the Alters. The corporation uses Jan as the public face of its latest propaganda, while the Alters vanish without a trace. Although it suggests they may have been killed, Jan receives a mysterious coded email just as he leaves his apartment, implying otherwise; ultimately, the fate of the Alters remains uncertain.

    Saving The Alters

    Postcards from the crew on Jan's desk at the end of The Alters.

    If you’re willing to defy Maxwell or Agatha, you can save the Alters by sabotaging the rescue team, as the crew discusses before triggering the beacon. Regardless of your intent to save them, you must make them believe you’re prepared for the rescue team’s arrival by getting ready:

    • Constructing a false Rapidium Ark.
    • Creating either four Explosive Charges or a Sleeping Gas Canister and Suit Mask Upgrade.
    • Making either an Autopilot System or, with Lucas’ assistance, a Remote Access Terminal.

    You can prepare every possible option, but you can only select one when the rescue team arrives. Having all alternatives ready makes it easier to load your save and explore other outcomes.

    No matter how you approach the situation, neutralizing the guards and commandeering the rescue ship means Jan will return to Earth as a criminal, but it guarantees the Alters’ safety.

    Should You Use Explosive Charges or Sleeping Gas?

    The Explosive Charges are less expensive to make and don’t require additional upgrades for research. If you place them around the base before meeting the rescue team, you can detonate them to eliminate the soldiers. However, doing this will worsen Jan’s sentence, adding four counts of murder during his trial.

    On the other hand, using Sleeping Gas takes longer to implement, so if you’re running against the game’s time constraints, you may not have a choice. But there’s no penalty for putting the guards to sleep. The mainly compelling reason to use explosives is to earn the Achievement/Trophy associated with it.

    Should You Trust Lucas?

    If you’ve built trust with Lucas, he will offer to guide the rescue ship to a safe location via the Remote Access Terminal. Accepting his help not only ensures fair distribution of Rapidium back on Earth but also provides you with an alibi. Lucas will claim that the idea to hijack the ship was his or shift the blame to Maxwell, helping Jan reduce his overall sentence.

    If you use the Autopilot System to redirect the ship on your own, Lucas cannot cover for you, and Jan will have to factor in the hijacking when negotiating his plea deal.

    The Botanist

    The botanist in the greenhouse in The Alters.

    If you’re collaborating with Agatha and have finished the Botanist’s storyline by Act 3, he will ask to speak with you towards the game’s end. If you engage, he will suggest swapping places at the last moment, sending the Botanist to Earth as Jan Dolski while Jan Prime escapes with the Alters.

    If you do not dismiss the idea, the Botanist will always be the last Alter you bid farewell to when the crew prepares for cryosleep. At that moment, you’ll have the chance to switch roles, playing as the Botanist during the concluding scene.

    The Botanist won’t have access to any of the dialogue choices that Jan Prime can make from Lessons Learned. Other than that and his different voice, the sequence involving the soldiers remains unchanged.

    Betrayal

    If you don’t take action against the soldiers while controlling the Botanist, he will take Jan’s place in court, revealing his identity solely to Lena. He’ll receive a light sentence thanks to her influence and his cooperation with Agatha. However, Lena will call him to inquire about the real Jan. Regardless of his response, Lena realizes what the Botanist has done and demands transparency, which he obliges before ending the call.

    Trading Places

    Agatha will follow through on her threat to fire Lena since “Jan” didn’t cooperate, and the Botanist converses with Lena while preparing for his sentencing. They talk about the possibility of a future together and wonder what Jan Prime is experiencing in his new life.

  • Completing Room Modules in The Alters: A Guide to Solving Them

    Completing Room Modules in The Alters: A Guide to Solving Them

    Your mobile base is essentially your home in The Alters, and you’ll find yourself enhancing it as the story progresses. You’ll not only need to add new rooms but also rearrange the layout to make everything fit. Plus, you’ll have to keep an eye on the total mass of the base; if it gets too heavy, you won’t be able to launch when it’s time to start the engines at the end of an Act.

    Continue reading to discover all you need to know about constructing and managing your mobile base in The Alters.

    Understanding Room Modules

    Rooms are arranged on a grid of rectangular tiles, but the base’s circular shape can complicate the layout. Each level has a different width, which can make fitting everything into the base a bit tricky.

    Upgrading the Quantum Computer lets you research and create Base Expansions, providing more building space for your needs.

    How to Connect Rooms

    All rooms, regardless of size, must connect horizontally at their bottom right and left corners. This means that tall rooms like storage units and Rapidium Arks require higher ceilings. Every room needs to connect to the Airlock through Elevators, Corridors, or other rooms. If a room is not connected, it will look glitchy on the construction screen, and you can’t exit the editing mode until the unconnected rooms are remedied or removed.

    Adding and Removing Rooms

    To modify the base, use the left-hand console in the Command Center. This is where you can build new rooms, relocate existing ones, or completely remove them. When you remove a room, you will get back the resources you spent on that room, assuming there’s enough space in storage for them. If the room is damaged, the refund will be partial.

    Given the constraints of the base’s grid and your storage capacity, it’s challenging to completely overhaul the base. Most of the time, you’ll be making gradual changes instead.

    The engine, located slightly down and to the left from the center of the base, cannot be relocated, removed, or interacted with, and it has no doors. It’s essentially a permanent obstacle for construction, so you must build around it.

    Total Mass of the Base

    Each room increases the base’s total mass. At the end of Acts 1 and 2, you’ll need to activate the engines to move the base, which costs a number of Organics equal to the base’s mass. The heavier your base, the more fuel you’ll require.

    You may end up making the base heavier than your fuel tank can hold. In this situation, you’ll need to remove some rooms or upgrade the base to a higher tier to expand your tank’s capacity.

    All Room Modules in The Alters

    Construction of the greenhouse room module in The Alters.

    Here’s a breakdown of all rooms in The Alters along with their key statistics.

    Essential Modules

    These modules are either available at the start or are part of the tutorial. They are permanent additions to your base and provide critical infrastructure. While you can’t delete them, you can move them around as necessary.

    Module

    Size

    Mass

    Description

    Airlock

    4×1

    4

    Allows characters to enter and exit the Base; cannot be removed.

    Captain’s Cabin

    4×1

    4

    Interact with the bed to end the day; cannot be removed.

    Command Center

    4×1

    4

    Change the base’s layout; cannot be removed.

    Communication Room

    4×1

    4

    Contact Ally Corp personnel; cannot be removed.

    Kitchen

    5×1

    4

    Prepare and consume meals; cannot be removed.

    Machinery

    4×1

    4

    Manages repair orders and replaces depleted Radiation Filters; cannot be removed.

    Quantum Computer

    4×2

    8

    Create new Alters and unlock tech tree tiers; cannot be removed.

    The Womb

    5×1

    4

    Alters awaken here 8 hours after creation from the Quantum Computer; cannot be removed.

    Storage & Utility Modules

    These modules are vital for the base’s functionality and resource storage. While you cannot interact with them directly, they are essential.

    Module

    Cost

    Size

    Mass

    Description

    Corridor

    10 Metals

    2×1

    2

    Connects rooms horizontally.

    Elevator

    10 Metals

    2×1

    2

    Connects to another Elevator above or below; the only way to travel between floors.

    Radiation Repulsor

    30 Metals, 40 Minerals, 30 Rapidium

    2×3

    16

    Slows the rate of Radiation Filter depletion. Stacking multiple can make Filters last indefinitely.

    Recycler

    30 Minerals

    2×1

    2

    Generates 5 Organics per day per crew member.

    Small Storage

    30 Metals

    2×2

    28

    Adds 120 to the base’s total storage capacity.

    Medium Storage

    60 Metals, 10 Minerals

    8×1

    65

    Adds 300 to the base’s total storage capacity.

    Large Storage

    150 Metals, 40 Minerals

    8×2

    140

    Adds 700 to the base’s total storage capacity.

    Rapidium Ark

    30 Metals, 100 Organics, 120 Rapidium

    4×2

    32

    Permanently stores Rapidium for transport to Earth, impacting the ending and Lucas’ opinion of you. You can only have one per Base Expansion (maximum five).

    Work Modules

    These areas allow Alters to be assigned to produce the essential goods needed for survival and mission completion. Most of these can also be worked on manually.

    Module

    Cost

    Size

    Mass

    Description

    Greenhouse

    40 Metals, 20 Rapidium

    8×1

    16

    Grow Raw Food that can be cooked in the Kitchen. Best suited for the Botanist.

    Refinery

    40 Metals

    4×1

    8

    Turn ALX and Enriched Metals into usable resources. Best suited for the Refiner.

    Research Lab

    40 Metals

    4×1

    8

    Only the Scientist can be assigned here to research new technologies.

    Workshop

    40 Metals

    4×1

    8

    Craft items according to the production queue. Best suited for the Worker.

    Well-being Modules

    These modules are intended to maintain the mental and physical health of the Alters.

    Module

    Cost

    Size

    Mass

    Description

    Contemplation Room

    40 Metals, 60 Minerals

    6×1

    20

    Up to 2 Alters can rest here to slowly improve their mood. The rate increases if a Guard or Shrink oversees them.

    Dormitory

    40 Metals

    6×1

    8

    Houses up to 4 Alters; those without beds face Morale loss and increased injury risk.

    Gym

    70 Metals, 70 Minerals

    6×1

    20

    Alters can exercise here to gradually boost their mood.

    Infirmary

    20 Metals, 60 Minerals

    6×1

    16

    Up to 2 Alters (or Jan Prime) can rest here to speed up recovery from injuries or radiation burns. Recovery is quicker if a Doctor is treating patients.

    Park With Bench

    40 Metals, 60 Minerals

    6×1

    20

    Alters can relax here to slowly improve their mood. You’ll need the holoprojector hidden in Act 2 to build this room.

    Personal Cabin

    30 Metals, 20 Minerals

    3×1

    10

    Provides a bed for one Alter, who receives a mood boost after sleeping here.

    Social Room

    40 Metals, 30 Minerals

    6×1

    14

    Alters can gather here to gradually enhance their mood. You can also play games or watch movies for larger boosts.

    Dealing with Damaged and Malfunctioning Rooms

    A base with several rooms malfunctioning in The Alters.

    Every room will wear down over time and will need repairs periodically. This process speeds up significantly if there’s no Radiation Filter in place. Additionally, rooms may suddenly become damaged during Magnetic Storms.

    Damaged rooms might stop functioning entirely or may cause negative effects until repaired. For example, Alters can still sleep in a malfunctioning Dormitory but may get sick from smoke emitting from a broken AC unit. If too many rooms malfunction simultaneously, you’ll get a warning about the base’s poor condition; if additional rooms start to malfunction, you risk losing the entire base.

    Repair Kits are essential for fixing damaged rooms, which can be done manually or assigned to an Alter. The Technician can perform this task fifty percent faster, making them an invaluable asset.

  • Completing Strategies for Boosting Morale in the Alters

    Completing Strategies for Boosting Morale in the Alters

    Your newly-formed team in The Alters finds themselves in a daunting and unsettling predicament that raises some deep questions about existence itself. Ensuring the base operates smoothly, while keeping everyone alive, hinges on maintaining morale amid seemingly insurmountable challenges and overwhelming despair. The resources you have are limited, but they should be adequate to complete the mission.

    If you neglect the Alters’ emotional states, they might stop functioning or resort to more extreme means of getting their messages across. Here are some essential steps to prevent such unfortunate outcomes.

    The Essentials

    Alters’ emotions are not measured on a straightforward scale; instead, their feelings fluctuate based on experiences and interactions, leading to states like Joy, Motivation, Frustration, or Rebellion. The most prominent emotions—those experienced most frequently and recently—will greatly impact their overall mood. Since you can’t fully control how the Alters feel, your best strategy is to encourage positive emotions while steering clear of negative ones.

    Daily Activities

    The Alters’ daily routines significantly impact their moods. Going without meals or having to sleep on the floor will quickly irritate them, while overcoming challenges or saving Jan in the field can uplift their spirits. The most effective way to maintain morale is to ensure everyone has a bed and that at least one meal is available for all (including yourself) at the end of each day.

    The Dormitory accommodates four Alters for sleep, while a Personal Cabin provides a bed and a mood boost for one individual. Since you can only manage a maximum of six Alters, having two Dormitories is slightly impractical.

    When it comes to meals, basic Mush is acceptable. There’s no downside to feeding the Alters this bland option, but a proper Cooked Meal provides a small happiness boost to anyone who enjoys it.

    Conversations

    Your dialogues with the Alters will influence their moods based on your responses. It can be challenging to predict how various dialogue options will be received, and sometimes there simply aren’t any good choices. The optimal approach is to review each Alter’s biography in the Quantum Computer to grasp their personalities and values. Agreeable remarks and supportive decisions will leave them feeling good, while the opposite will have a negative impact.

    Alters may also engage in conversations among themselves, which can sway their emotional states, either positively or negatively. Conflicts in personalities might arise, and you may be called upon to take a side.

    Gifts

    Search the planet for Cargo Pods containing Jan’s old belongings. When you find these, you can gift them to the Alters to boost their moods temporarily. Not all items can be given to everyone, so pay attention to item descriptions and each Alter’s biography. You can also look for a speech bubble above an Alter’s head, indicating that they can receive a new gift.

    Entertainment

    You can install several room modules in the base to provide entertainment for the Alters during their downtime, enhancing their mood without any direct action from you. Many of these spaces also offer options for your intervention, which yields a larger morale boost but takes more time.

    Social Room

    The Social Room is the best option overall for keeping morale high, featuring two ways to boost Alters’ spirits manually: beer pong and movie nights. Even in your absence, Alters can unwind here after work for an uplift, especially benefiting extroverted characters who enjoy socializing, like the Technician.

    • Beer Pong allows you to spend an hour challenging one Alter. If you win, they gain Motivation; if you lose or opt for autoplay, they receive Joy.
    • If you discover a movie during exploration, you can screen it for the entire crew. This takes three hours but provides a substantial morale boost, especially if it’s their first viewing. Keep in mind that Alters who are upset with you may refuse to join.

    Gym

    The Gym enables Alters to work out between shifts, slightly elevating their mood. Alters who enjoy exercise, like the Refiner, will benefit more from this space.

    Park With Bench

    If you locate the holoprojector in Act 2, you can create a calming park environment within the base for Alters to relax. It’s especially suited for those who appreciate tranquility, like the Scientist.

    Contemplation Room

    The Contemplation Room proves essential for Alters in particularly poor moods. If any are close to breaking down, assign them to a Contemplation Pod. This room accommodates up to two Alters; while receiving treatment, they won’t be able to work but will gradually acquire positive emotions, hopefully stabilizing them.

    The Shrink or the Guard can oversee the Contemplation Room, facilitating quicker recovery for Alters in the pods—either option works equally well.

    Injuries and Death

    Alters working outside are always at risk of injury, particularly when their mood is low. If an Alter suffers an injury or radiation burn, they can only recover when resting inside the base. Continuing to work will worsen their condition and negatively impact their mood.

    If an injured or burned Alter is forced to work, the injury could escalate into a serious predicament that could eventually lead to death if untreated in the Infirmary. Losing an Alter means you won’t regain their slot in the Quantum Computer, leaving you short-handed for the remainder of the game.

    Placing an Alter in an Infirmary Bed accelerates recovery from injuries. If a Doctor supervises their care, they can regain health eight times faster. Certain injuries will occur as part of the storyline, so it’s wise to always have an Infirmary ready… just in case.

  • Completing Higher Research Tiers in the Alters: A Guide to Solving

    Completing Higher Research Tiers in the Alters: A Guide to Solving

    The mobile base in The Alters operates on the Quantum Computer (QC), a futuristic machine that can analyze huge amounts of both real and hypothetical data. However, a rough landing on the planet has left it missing some parts, meaning you won’t have access to all its features right away.

    To unlock advanced sections of the tech tree and explore more unique lifepaths for Alters, upgrading the Quantum Computer is essential. Therefore, finding those lost components is key to making your escape from this dangerous planet. Here’s what you need to know about enhancing the QC.

    How to Boost the Quantum Computer’s Qubit Level

    To upgrade the Quantum Computer, you will need to find and repair a Qubit Chip. There’s one available in Act 1 and two more in Act 2, hidden within lost cargo pods spread across the map. As long as you’re not pressed for time before sunrise, make sure to scavenge each map for these chips.

    Due to the crash, Qubit Chips are damaged and need fixing in the Workshop. To repair them, you will need 20 Metals, 20 Minerals, along with the chip itself. Once repaired, the chip will be automatically installed the next time you interact with the Quantum Computer.

    The first damaged chip you find must be identified by talking to the Technician before it can be repaired.

    Each Qubit Chip adds one level to the Quantum Computer’s Qubit Level. Starting at Level 1, the maximum possible Qubit Level is 4, since there are three chips available to find.

    What Happens When You Increase the Qubit Level?

    Upgrading the Quantum Computer leads to three significant benefits:

    • Raises the maximum number of Alters you can create.
    • Enables you to craft lifepaths further from Jan Prime’s storyline, giving you Alters with unique skills.
    • Unlocks higher research tiers in the Laboratory.

    These upgrades are crucial for surviving and successfully completing your mission.

    New Alters

    The number of Alters you can create is displayed at the bottom of the lifepath screen in the Quantum Computer interface. A filled diamond indicates an Alter has been created, while an empty one shows there’s space for a new Alter.

    The greater the variance from Jan Prime’s life in an Alter’s storyline, the higher the Qubit level needed for its creation. For instance, you can create the Refiner at Qubit Level 1, while the Worker requires Level 2 and the Guard needs Level 3.

    A higher Qubit Level requirement does not necessarily mean the Alter is superior or more valuable. Instead, it indicates that their expertise may not become relevant until later in the game, aiming to prevent early creation of less useful Alters.

    Research Tiers

    The Scientist can research technologies up to the QC’s current Qubit Level. If all research topics are exhausted, they won’t be able to conduct any more studies until you repair and install an additional Qubit Chip.

    Even after upgrading the Quantum Computer, most higher-tier technologies have prerequisites from lower tiers.

    Unlocking new research tiers not only provides new rooms, tools, and suit upgrades but also allows for Base Expansion, giving you more build space and a larger Organics tank. This expansion is vital since you’ll quickly reach the base’s mass limit and grid size, even with optimal layout management.

    Many higher-tier technologies may also require Planet Samples for research, which you’ll need to collect using the Luminator to explore Anomalies around the map.