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After mostly coming to grips with the existence of rapidium and its uses inthe PrologueofThe Alters, Jan and his technician alter have hit the ground rolling to reach the extraction point for their rescue. As you’d expect, things don’t go as smoothly as they hoped.
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This first real act of The Alters mixes in many new obstacles and moral dilemmas into the game that you’ll have to learn how to juggle quickly. With the impending threat of the sun closing in once again to fry your party to a crisp in a giant, planetary microwave, you don’t exactly have time to ease into things.

Sure, the developers have given you useful tutorials to best navigate every new mechanic and hazard that’s about to come your way, but that doesn’t take away the immediate sense of impending doom that each hour that ticks by on your game clock makes even worse.
If you can manage to stay calm, however, this section of the game really is pretty manageable if you go in with the right preparation. Use this guide to either study what’s to come or as a step-by-step guide you can use in tandem with your live gameplay.

Don’t forget to pause your game while reading so you don’t waste precious in-game time.
Before we actually get into the meat and potatoes of Act 1, The Alters takes a little interlude called Journey 1 as Jan and his new buddy roll their base towards their destination.

“Buddy,” however, is used pretty loosely here, because Technician Jan really doesn’t like you at this point after you willed him into existence without his consent. Let’s see if we can win him over before things get too out of hand.
Common Ground - Part 1
A quick check of your “Alters” tab in the menu will show you that the technician is frustrated, anxious, and ready to rebel. Understandable, to be honest.
Have a conversation with him, but don’t expect it to go well. He’ll basically tell you to get lost.

To make matters worse, your communications room has now also gone offline, which isn’t exactly ideal either.
Radio Silence
This triggers “Radio Silence,” the second objective of Journey 1.
The solution to fixing the Comms Room is easy.Head to the Workshop, and craft a repair kit for the cost of 10 organics, which you’ll already have on you.
Next,head to the Comms Room and interact with the suitcase on the ground to repair the module.

With your phone line back up, take a call from Lucas, who will suggest using the Quantum Computer to read the Technician’s memories and attempt to find some common ground with him.
Common Ground - Part 2
Even if you’ve already done so, you’ll now need to read some of the Technician’s memories in the Quantum Computer to get a better sense of where he’s coming from. After all, he’s notexactlylike you.
Afterward, track him down in the base to have another conversation, and you’ll bond over… pierogies. With a new plan to attempt to make your mother’s old recipe,head to the kitchen and get to work.
The pierogies only cost two raw foods to make, which you conveniently already have.
Interact with the kitchen table, and you’ll be treated to a cutscene where Jan and the Technician wolf down the sub-par meal, but bond over it anyway. Afterward, you’re able to talk to the Technician again to see if his spirits have been successfully raised. You’ll want tochoose these optionsto continually impact his mood positively:
This conversation ends with the Technician essentially giving you his blessing to continue making new alters in order to get off this rock. You’ll need to take him up on this soon in Act 1.
Before that,head back to the Comms Roomto take a surprise phone call from your ex-wife, Lena. Immediately after she checks in with you, you’ll get another cutscene, and the base will stop in its tracks.
Act 1 - Main Objectives
Finally, things are about to get more complicated. The base can’t proceed to the extraction point, because your path is blocked by a river of lava. To keep progressing, you’ll need to find a way to get your hulking home safely to the other side without burning to a crisp.
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Thankfully, it should just be Day 5 or so of your expedition, and the sun is still far enough away that it doesn’t pose a threat… yet.
Before you do anything,check in with the Technician. He’ll tell you he’s unlocked some new items in the Workshop, which you’re going to need soon.
Find A Way Out
Step one is to “find a route for the base.“Head outside, and travel due south. Take time to also note any mining spots along the way. In the map above, there’s a metal deposit in the northwest, enriched metals in the southwest, and organics in the east.
Your actual point of interest at this moment to progress the quest is the spot on the map withtwo downward arrows and a rock icon just further down from the enriched metal deposit. You’re free to head there immediately, but I’d recommend taking the time to get your mining outposts operational.
Using your new Scan Wave feature for your scanner probes, locate the mining locations and set up your first outpost. I’d recommend metals first, then creating another outpost in the Workshop to set up for organics. The enriched metals can be ignored for now, as they take additional modules to even use and cause radiation buildup to harvest.
Once again, use your pylons from the Prologue totether your mining outposts to the base.
Now, you shouldhead south to the previously mentioned spot on the map for quest progression. You’ll see that your path is blocked by a bunch of fallen rocks. To proceed, you’ll need tocraft a drillin the Workshop to “get through the rocks.”
Take note of the natural rapidium deposit nearby, which you’re able to farm right now without any additional equipment.
To make the drill, you’ll need 50 metals and 20 organics. Here’s where you’ll need to start delegating work to the Technician, and also think about making a new alter or two.
Head back inside, take a phone call from Lucas, and you’ll now be able to create more alters using the Quantam Computer.
The two most useful alters at this point in the game are the Miner and the Scientist. It’s up to youwhich order you choose to clone them, but these two should be your top priorities. The Scientist specifically is mandatory for a few tasks in this act.
I chose the Miner first, simply because he’s able to mine resources 50% more quickly than other alters. This is very useful indefinitely since you’re going to have a lot of things to craft and build from here on out. You should have enough rapidium on hand to birth both alters, so don’t be stingy.
The Miner needs constant reassurance, so choose dialogue options that coddle him a bit. He’s also addicted to painkillers and will ask you for them. If you grant him this request, he’ll keep getting injured on the job, which can eventually lead to his death if it happens too many times.
Once you have the Scientist, you’ll also want tobuild the Research Lab module ASAP. The Scientist is the only one that is allowed to work on it, and his research is critical to your success, as you’ll continually see very soon.
The Scientist is extremely full of himself. Choose dialogue options that always serve to feed his ego, and you’ll keep him happy enough.
With more hands on deck, it’s a good idea to have mining outposts on both the metal deposits and organic deposits on the planet’s surface. In general, you’ll need more metals for now, so assign the Miner to work there since he’s more proficient.
Once you have the resources for the drill, create it in the Workshop, thenhead back to the fallen rocks outside.Place the drill in front of the rocks, and interact with your new tool to laserbeam the path clear.
Beyond this new gate, you’ll find a rapidium deposit where you can set up another mining outpost if you have a spare. The spot to mine is on the upper level of this area once you climb a ledge.
You’re now looking for a vantage point to see just how formidable this lava river really is.Head eastfrom the rapidium-rich area, and you’ll reach a cliff and a cutscene that shows you the river in its totality.Head back and tell the Technician the bad newsof what you’re up against.
The Lava River
At this point,the Scientist and the Research Lab are mandatory. Create them both ASAP if you haven’t already. Next, you’ll need to go to your Research menu, navigate to the “Missions” tab, and queue “Crossing The Lava River” for research. This will take the Scientist 10 hours to complete.
Make sure the Scientist is also “assigned” to the Research Lab in your menu. He won’t just automatically research without you telling him to directly.
After his research is done,speak with the Scientist, and he’ll tell you he thinks you need to build a bridge over the lava. Brilliant. The only hangup is that you need some blueprints to do so.
Maybe you can ask Lucas the next time he calls.
The Rapidium Ark
Surprise! Your next call in the Comms Room is actually from Maxwell, Lucas' boss, who he can’t shut up about. Before you can get a word in about the bridge blueprints, Maxwell convinces you to focus immediately on building an ark to safely transport rapidium back to Earth once you’re rescued.
This is now your main priority, with the idea that you can ask for the blueprints after you build the rapidium ark as a reward.
The rapidium ark costs 30 metals, 120 rapidium, and 100 organics. You’ll want to send the Miner to your rapadium outpost (you’ve already built one, right?), the Technician to the organics outpost, and yourself to the metals outpost if you still need more.
Once everything is gathered,head to the Command Stationand figure out a nice, giant grid space where you’re able to build the rapidium ark. After it’s built,head back to Commsto tell Maxwell that his errand is done.
The Path Ahead
Maxwell will be grateful for your efforts in building the ark, but unfortunately, he doesn’t have any slam-dunk bridge blueprints to send your way. He’ll give you some really shoddy bridge anchor schematics as a consolation prize. Sweet.
Take these plans to the Scientist, who will immediately verbally rip them to shreds. He’ll have to research bridge anchors on his own, which is now another option in your “Missions” tab of the Research Lab menu.Put him on this job immediately, which will take 10 hours.
This is now the perfect time to explore the rest of the map outside as your team continues to research and mine away.ensure you have the climbing hook, and several drill bits crafted so you can manage any roadblocks you come across.
This quest intertwines a bit with the next one, “Strange Phenomena,” as well. Jump down to the section below to see how to manage any strange anomalies you bump into during this exploration phase.
You’re going to need some minerals for your upcoming research results from the Scientist, so let’s get in front of things a bit. On the eastern side of the map, you’ll find a mineral deposit. The path to get here is littered with anomalies, but you can safely navigate between them.
Don’t betooscared of the anomalies at this point. If you walk into any of them or get caught by one specific hooligan who chases you, you’ll just be affected by a bit of radiation buildup. It’s really not the end of the world.
After using Scan Wave again and finding the source of the mineral deposit, set up yet another mining outpost and create a pylon path back towards the base. There’s a narrow path due north that’s your best bet, because you’ll eventually bump into your organics outpost and can tether your pylon trail there.
Along this route north are a couple of cargo drops, so verify you pick up their contents. One cargo drop is the Damaged Chip, which you’re able to then take to the Technician, repair, and be given a Qubit Chip for. The Qubit Chip can be taken to the Quantum Computer and unlocks one additional alter allotment and extremely useful research topics for the Scientist. One of these new topics is base expansion, which you’ll want to prioritize ASAP.
Pick your favorite alter and have them start mining minerals. You likely don’t have much/any at this point in the game, and you’re about to need them.
By now, the Scientist should be wrapping up his research. Check in with him once he’s done, and he’ll give you the plan for the bridge anchors you need. You’ll have to craft four of them, and their combined necessary resource totals are 80 metals and 80 polymers.
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Polymers are yet another new resource type, and they’re only acquired by creating them in the Refinery module. Polymers are never encountered as a resource on the planet’s surface.
If you haven’t already created the Refinery, this is your cue. Head there immediately, and you’ll learn that the 80 polymers you need to craft will cost a total of 160 metals and 160 minerals. This is why it was so important to find and set up that mineral mining outpost a few moments ago.
Around this time, you’ll likely reach Day 16 of your expedition. On this day, the sun will start approaching again, and your survival timer kicks in. This causes radiation to start an hour earlier outside, quickening your radiation meter buildup. The good news is that some of the random resource deposits you’ve found on the surface have also been replenished, so get out there and farm.
Once you have the resources and have crafted your 80 polymers, then four bridge anchors, it’s time to finally build this damn bridge. Two spots for the anchors are located right next to the base, directly east. Select the anchors from your inventory and plop them down.
The other two anchor points are, of course, across the river. Fast travel to your minerals mining outpost and take the fork in the road to the right next to where you picked up the Qubit Chip. Navigate some more anomalies, and you’ll find your final two anchor points.
Place your anchors, and the bridge will automatically materialize. You’re now also able to walk across it yourself to easily get back to base.
All that’s left is to investigate these anomalies, like the one that’s sitting right behind you.
Strange Phenomena
Around the point on the map above, you’ll start bumping into anomalies. These are weird, disturbed-looking patches of air that will cause radiation buildup if you walk into them. Finding them for the first time will start the “Strange Phenomena” objective.
You’ll have to ask an alter for more information on these anomalies, and as you’d expect, the Scientist is your guy. He’ll ask you to look for more anomalies and report your findings to him.
After completing all of “The Path Ahead” and finding the glowing, green anomaly on the far side of your newly constructed bridge, head back to the Scientist and loop him in. He’ll come up with an idea for a tool to handle the anomalies, but he needs to research the “Interal Analysis Tool” for four hours first.
When he’s done, talk to him to get the plans for the Luminator, then craft it for 20 metal and 20 rapidium. This tool can be used to effectively “kill” any of these anomalies blocking your path at the cost of a suit charge point. Most importantly, however, it can also show you the path to another valuable resource.
“Killing” the anomalies results in a new item spawning called ALX that you may pick up.
Head back to the glowing, green anomaly you found across the bridge and shine your Luminator at it. This will reveal a path of invisible plants you can follow as long as you keep holding the Luminator up.
Follow the invisible plants until you reach the core. Shine the Luminator on the core, and it will be transformed into a planetary sample that you can then collect. Take the sample back to the Scientist.
These planetary samples immediately unlock even more useful research subjects, but be warned that each of these topics costs one planetary sample. Choose wisely.
There’s now also one additional internal vein that you may illuminate, follow the path, and collect the core of after this. Head back to the surface, locate the anomaly, and repeat the collection process again.
From here, all your main objectives are complete, and you’re free to move on to Act 2. That is, of course, as long as you have the organics on hand needed to launch the base back into motion. The more base modules you’ve crafted, the more organics you’ll need to collect in order to start moving.
You may have to spend some time farming organics, fiddling with your storage space, or outright deleting modules to give yourself the correct storage/organics ratio to get the base rolling.
As with the end of the Prologue, don’t forget to automatically gather all your outposts and pylons on the surface when given the chance before you take off.
Phew. Surely, things can’t get worse from here… Right?
Act 1 - Additional Objectives
Sure, these aretechnicallyquests that you don’thaveto complete to eventually make it to Act 2, but don’t overlook this section.
Some of these side activities are more important than others, but all will still make your survival a bit easier in one way or another. “A Mysterious Device” specifically is something you really can’t afford to miss, despite being optional.
A Place To Sleep
Early on in Act 1, the Technician will approach you to say he’s tired of sleeping on the floor every night. Poor guy.
Agree to build him a Dormitory module and follow through on your promise as soon as you can. Every night you put this off willdrasticallysour his mood and any other alters you create.
It costs a measly 40 metals and has beds for four alters, which is enough to get you through all of Act 1 and keep everyone happy.
A Place To Rest
Eventually, the Technician will be bold enough to ask foranothermodule from you, this time the Social Room. This might seem like a frivolous expense and use of space, but this one is worth it.
Agree to his demands, and build the module as soon as you have 40 metals and 30 minerals.
The Social Room has a place for movie nights with the whole crew, which will boost their moods tremendously if the entire group is ever down in the dumps. You’ll also be able to challenge anyone to a game of beer pong, which is another guaranteed mood booster for your opponent.
To complete this quest, play a round of beer pong with the Technician once the Social Room is built.
This will also teach Jan the Assertiveness life lesson once you speak to the Technician again after beer pong.
Is One Enough?
Lucas and Maxwell are never satisfied. After building the first rapidium ark, they’ll eventually ask you to create a second one. The resource cost is the same as before, and it’ll take up just as much precious cargo space as the original.
Still, it might not hurt to keep these guys on your good side, I suppose.
There’s A Pattern
Seriously, guys? A third rapidium ark?
If you have the space and resources to burn, oblige Lucas and Maxwell if you want to. I opted to skip this one till later in the game when I could upgrade my base size even further, so it’s not the end of the world if you put this goal off for a bit.
The Good Husband
Eventually, Lucas will propose the idea of finding an alter that’s still on good terms with Jan’s ex-wife, Lena, in order to get her to stop poking around so much.
The Botanist is the one alter that’s still married to Lena in his timeline, so you’ll need to create him at some point if you’d like to complete this objective. There’s no payoff for this immediately, but you never know what will happen in future acts…
A Mysterious Device
This objective is about finding, repairing, and putting into action the Qubit Chip that we already talked about in “The Path Ahead” above.
If you happened to skip over that section entirely or simply didn’t tackle this goal naturally in your playthrough, you donotwant to move on to Act 2 until this is done.
Collect the Damaged Chip from the cargo drop above, show it to the Technician, repair it, and take it to the Quantum Computer.
The Qubit Chip lets you clone an entire additional alter and unlocks several awesome research subjects.
Productivity Boost
In the first half of the act, the Scientist will want to talk to you about crunch hours. This opens the option to force all your alters to work 12 hours per day to cram in more productive resource returns.
This might sound like a surefire way to get the team to turn on you, but they don’t hate itthatmuch. The trade-off is often worth it simply to get some extra things done. Stay in crunch mode for two straight days, and you’ll complete this objective.
Speak with the Scientist after Day 2 of crunch is over, and Jan will learn the Pragmatism life lesson.
Act 1 Tips
Here are some additional basic things you’ll want to keep in mind during all of Act 1.
Cargo Locations
As you’re exploring the map of Act 1, you’ll find precious personal cargo out in the world. These include movies, alter mood-boosting knick-knacks, and even that oh-so-important Qubit Chip.
All the pictures above show the map location of these cargo drops, followed by what each discovery will reward you with.
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