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The Alters Walkthrough – Act 1

This detailed Act 1 walkthrough for The Alters covers everything from Day 8 to Day 29, including Journey 2. You’ll explore the planet, unlock the Research Lab, and learn how to use the Quantum Computer with the Qubit Chip. We guide you through upgrading Interals, building the Luminator, and pushing your Base to Tier 2. Along the way, you’ll meet the Botanist, gather Planetary Samples, and construct the essential Rapidium Ark.

You’ll also get a look at the Social Room, where interactions with your Alters become more meaningful, and dive into the unique “Lessons Learned” gameplay feature that shapes your decisions. Whether you’re researching tech or managing relationships, this walkthrough helps you stay one step ahead.



Day 8: Exploration

The first thing you should do that day is turn on the radiation filters. Then, head up to talk to the Technician. If you have the Multitool from earlier, give it to him — it’ll lift his spirits. Since he’s suffering from radiation damage, ask him what’s wrong. You can choose a lighter dialogue option like, “Maybe you’ll turn into a superhero.” After that, continue with the main dialogue and choose whichever responses fit your playthrough. One option might be: “Thanks! Can’t wait to check them out.”

He’ll tell you about new equipment available in the Workshop, as well as new rooms you can add to the base. Open the Workshop to see the updates — And check the base-building menu to view the new additions there as well. If you have enough Rapidium, create a new Alter — the Scientist. It’ll take seven hours for him to come to life.

Next, head out to investigate what’s blocking your progress — you’ll find it’s a lava river. Before you can deal with it, you’ll need more metal. Travel to the north side of the map to locate a metal deposit. You may also see an Enriched Metal deposit nearby, but beware of high radiation levels. To reach the metal deposit, use the Climbing Hook you crafted earlier.

Make your way to the back of the deposit and pick up a loose metal ore. That should give you just enough to start crafting the Vertara Drill. Assign the Technician to build it while you prepare the Mining Outpost. The main ore is directly in front of the climbing point. Scan the area and place the Mining Outpost. Then set up Pylons to connect everything back to the base. Collect metal until your new Alter is nearly ready and you’re close to exhaustion.

Once you have 30 units of metal, add a Mining Outpost to the production queue. After collecting another 30 units, queue up Pylon components as well. Return to base after about an hour of additional ore collection. By now, the Scientist should be ready — wake him up. He’ll come across as pragmatic and will show strong interest in Rapidium. When he asks about it, you can respond with: “A lot.” Then choose: “You’re right.” He’ll go off to review the mission logs. End the day there. If you have time left before collapsing from exhaustion, use it to socialize with your Alters — it’s a good opportunity to build relationships.


Day 9 : Research Lab

As the day begins, go talk to the Technician. You’ll find him having a conversation with the Scientist.Wait until they’re done, then speak to the Technician about building a Dormitory to complete the optional task, “A Place to Sleep.” Your main goal for the day should be to build both the Dormitory and a Research Lab. (Creating the Scientist unlocks the Research Lab module, since only the Scientist can be assigned to it.)

You’ll need around 80 units of metal to construct both rooms, so head out to the Mining Outpost and gather resources until you have at least 90 metals. Once you’re back at the base, build the Research Lab and the Dormitory. After that, assign the Scientist to work in the Research Lab.

With your main objectives complete, use the remaining time to socialize with your Alters before ending the day. Keep in mind: the Scientist is very work-driven. If you want to keep him satisfied, lean into conversations that stay focused on progress and tasks — he often redirects things back to work anyway.

Before wrapping up, don’t forget to start some research. From the Economy tab, select “Metals Efficiency I” and “Non-metals Efficiency I.” Each will take 12 hours to complete. Talking to the Technician after building the Dormitory will mark the optional task “A Place to Sleep” as complete.


Day 10: Organics Outpost

Start the day by heading out to collect metals, especially if your supply is running low. While you’re out, assign the Technician to build Radiation Filters and craft two Drill Cartridges — these will be useful in the near future, so it’s good to prepare them in advance.

At the same time, queue up the research for “Enriched Metals Efficiency I.” Prioritizing efficiency upgrades early on will help you stretch your resources further throughout the game. Next, make your way to the southern side of the map, where the Organics Deposit is located. (Refer to your in-game map if needed.)

Once you reach the area, set up a Mining Outpost and connect it to the base using Pylons. As the day winds down, return to the base and wrap up any remaining tasks before ending the day.


Day 11 : Interals

Today, focus on exploring ways to get the base moving again. If you’ve been following this guide, your resource pool should be in a similar state. Before heading out, make sure you’re equipped with the essentials: the Climbing Hook and the Vertara Drill. You should have three Drill Charges already. Since you’ll need six total to fully clear the map (120 metals), queue up one more Drill Charge before leaving and plan to gather the remaining metal during your expedition.

Once outside, head to the right side of the map. You’ll soon encounter a lava river blocking your path. Go south, across the Organics deposit, and collect the loose organics scattered nearby. A path to the left will be blocked by rocks — continue further south until you find another rock-blocked path (mark it on your map).

Use the drill to clear the rocks, then pass a shallow metal deposit. This will reveal a wide vista, giving you a better view of the terrain ahead. At this point, the “Find a Way Out” task should update — you now know you’ll need an alternate route.

Keep heading south until you reach another rock barrier. Place a Travel Pylon here for future base connection. Drill through the rocks and continue forward to discover your first anomaly.

Move carefully to avoid radiation. This will trigger the task “Strange Phenomena.” To the right, you’ll find a shallow Minerals deposit. Double back through the anomalies to locate a deep Minerals deposit and a climbable ledge. Leave it for now and continue north. Through a narrow path, you’ll come across a Damaged Chip — note its location on your map.

Keep going to encounter more anomalies. Eventually, you’ll find a shallow Metal ore and another climbable ledge. At the top, you’ll discover the movie “People Who Always Finish Your Sentences.” Carefully move through the next anomaly zone — one may follow you. Nearby, you’ll find a Rapidium deposit and another Anomaly vein (important, but not fully explained yet).

Climb the ledge beside that vein to find the “Lava Lamp” (mark it on your map), then loop back toward the anomaly area. Continue exploring — you’ll find the “University Hoodie” and the “Rubber Duck.” Collect both. If you have extra Drill Charges, clear another rock blockade up ahead. This will loop you back near the Organics deposit.

Now head east and you’ll reach a deep Rapidium deposit and two more rock blockades. Clear the northern one and drop into a pit with an Enriched Metal deposit. Resource collection here is fast but radiation is intense. Note this location for an outpost later. Remember: Enriched Metal can be refined into Metal and Organics back at base. Near this pit, tucked in a narrow cove, you’ll find the movie “Secret Alien.”

Try to connect the earlier Travel Pylon, but if you’re out of components, continue left past the shallow metal deposits to finish uncovering the map. At around 16:36, collect more metal until 19:00, then head back to base when you receive a call. Once at the base, queue up a Pylon Package, then talk to the Technician. Give him the Lava Lamp and Damaged Chip. The chip turns out to be a Qubit chip — it will need repairs in the Workshop. The Lava Lamp helps boost your relationship with him.

Inform the Technician about the Lava River. He’ll ask you to build a Research Lab and create a Scientist — both of which you’ve already done. This completes “Find a Way Out” and starts the next task: “The Lava River.” Check the manual and queue it up for research.

Under the Production tab, you’ll see the next upgrade needs 20 Minerals — you likely have around 18 at this point. Next, find the Scientist and give him the University Hoodie and the Rubber Duck. Talk to him about the anomalies. Eventually, he’ll bring up the Internal Analysis Tool, updating the “Strange Phenomena” task. Queue this up for research as well.

With all that done, end the day.
Tomorrow, be ready to answer the incoming call first thing in the morning.


Day 12 : Upgrade the Quantum Computer

At the start of the day, set two main goals:
First, fix the Qubit Chip, which requires 20 Minerals.
Second, gather as many resources as possible.

Meanwhile, your Scientist should already be working on two tasks:

  • Researching how to cross the Lava River (for the “The Lava River” objective)
  • Developing the Internal Analysis Tool (for the “Strange Phenomena” objective)

Check your current resource levels to plan the day accordingly.

With a call waiting, head up to the Comms Room. It’s Lucas.
Choose:

  • I’m on it. Just need time.”
  • Then: “Good news first.”
  • Ask about the rescue team, then choose “You said there’s other news.”
  • When prompted, go with: “Figures. I’m worthless to you without Rapidium.”

Choose the relationship status that fits your playthrough — e.g., “We’re getting along much better.”
Ask about the Alters, Lucas’ boss, and his family.
This will unlock new Lifepaths.

If your Qubit Chip is still Level 1, you won’t have access to all Alter types, but you can still create a Doctor, Miner, Refiner, Guard, or Botanist.
Choose to create the Miner.

Soon after, you’ll witness a tense conversation between the Scientist and Technician.
Speak to the Scientist about the Anomaly that followed you earlier — this will add a new database entry.

Next, it’s time to head out. Your top priority is to gather Metals, and also to build an Outpost near the Minerals deposit.

Before you leave, queue up production for an Outpost and some Pylons.
Head to the Organics deposit and move south toward the Minerals area, stopping to extract metal from a nearby shallow deposit.

Eventually, you’ll reach the shallow Minerals deposit — note its location on your map.

With enough resources gathered, go to the Production Queue and start crafting the Qubit Chip upgrade.

Then, go to the Minerals deposit and build the Outpost.
Connect it to your previously placed Travel Pylon, creating a functioning network.

Afterward, gather Organics from a nearby shallow deposit.
Around this time (likely close to 17:00), you’ll get a notification that the Miner Alter is ready.
You can choose to squeeze in more metal collection before heading back — aim to return around 18:30, when another call arrives.

This time, the caller is Maxwell.
Dialogue choices:

  • Start with: “Not really, I barely knew them.
  • Then: “People have the right to know.
  • At the three-option branch, pick: “I don’t believe you care about me.
  • Next: “Of course” (if you recognize Albert Camus)
  • Follow with: “Are you buttering me up for something?
  • Then: “You’re afraid it might not withstand the journey…
  • Lastly: “I don’t have the time to do it.

You’ll be given the opportunity to ask questions — go through them all.
If you’re unsatisfied, end the call early.

A new major objective begins: Build the Rapidium Ark.
Check the Base Building Module to view resource requirements.
You’ll need 120 Rapidium, which means setting up an Outpost on the Rapidium deposit next.

Head to the Quantum Computer and upgrade the Qubit Chip.
It should now reach Level 2, unlocking the ability to create one more Alter.

Then, go to the Womb and wake up the Miner.
He’ll be agitated about his arm. Respond with:

  • I fixed it for you.
  • Then: “We’re not exact copies.
  • Finally: “Bringing you to life against your will?

Once the conversation wraps up, check the Research tab to see new Miner upgrades.

Assign the Miner to the Metals outpost to maximize your metal collection.
End the day once you’ve confirmed everything’s running smoothly.


Day 13 : The Luminator

As your day begins, start by checking your Resources tab.

Your primary objective is to collect more Rapidium for the Ark. To achieve this, focus on building a Mining Outpost on the Rapidium deposit. Make sure your Scientist is researching “Crossing the Lava River” and the “Internal Analysis Tool.” Assign the Technician to the Workshop and add a Mining Outpost package to the production queue. If you have Radiation Filters installed on Uphold, you’ll also unlock an achievement.

Next, fast-travel to the Travel Pylon you previously set up.

Climb the nearby ledge to mine the metal deposit, then clear the rocks blocking access to the Rapidium deposit. Once there, scan the deposit to locate the vein. If the Mining Outpost isn’t ready yet (it takes about two hours), use that time to gather resources from the nearby organics deposit.

When your Scientist finishes researching “Crossing the Lava River,” immediately queue up “Base Expansion II.”

Return to the Rapidium deposit and build the Mining Outpost once it’s available. Then, connect it to your existing Travel Pylon network—this will help complete and optimize your network layout.

Take stock of your current resources. If you’re low on Mush, queue up four in the production line. Consider building a Greenhouse—you’ll need 40 Metal and 20 Rapidium for it.

Keep collecting Rapidium until 18:30, then return to base. By this time, the Internal Analysis Tool research should be completed. Queue up your next desired research, such as the Recycler.

Don’t build an outpost on the radiated deposit just yet. First, prioritize building an Infirmary (requires 20 Metal and 60 Minerals) and a Refinery (40 Metal) to maintain Alter health and refine ore.

Once back at base, speak to the Scientist. When prompted about the Internal tool, select “To investigate them.” This will update the task “Strange Phenomena.” Your next crafting goal is the Luminator (requires 20 Metal and 20 Rapidium)—add it to the production queue.

Discuss the Lava River with the Scientist. When prompted, choose “Sounds difficult.” Then ask about VERSYNT and respond with “Stop moaning. Just tell me what to do.” This will complete the task “The Lava River” and unlock “The Path Ahead.”

Next, find the Miner and initiate a conversation. Choose the following dialogue options:

  • “You’re doing great.”
  • “Don’t push yourself.”
  • “You’re not useless.”
  • “You’re a new person.”

After that conversation ends, speak to him again and give him the ball.

Before ending your day, build the Greenhouse at the bottom of the base.

Then, end the day.


Day 14 : The Botanist

Start Day 14 with a clear goal: create a new Alter — the Botanist. Since you can’t yet create the Doctor or the Guard (you need Qubit Level 3 for those), focus on what you can access. Skip the Refiner for now if you haven’t built a Refinery yet.

Head to the Quantum Computer and initiate the creation of the Botanist. This Alter will help you stay on top of the food supply.

Before moving on, open your production queue and set up your tasks for the day.

Next, go to the Kitchen and cook 8 Mushes, which will cover two full days of food.

Your next priority is to build an Infirmary, which requires 60 Minerals. Head to the Mineral fields and gather until you reach that amount. By the time you finish, your Botanist Alter should be ready.

Then, travel to the Organics field and gather organic material until about 19:30.

Return to base and wake up the Botanist. The conversation will be simple—when he speaks about his wife, respond with:
“She’s on Earth and we need to figure out how to get there.”

Once the conversation ends, assign the Botanist to the Greenhouse and set him to produce Raw Materials. Keep in mind that you can reassign him to the Kitchen later as needed.

This wraps up your key objectives for the day.


Day 15 : Rapidium Ark

Begin the day by reviewing your main objective: gather the Rapidium needed for the Rapidium Ark.

Start by taking inventory of all your resources to get a clear picture of what you have available.

Next, build the Infirmary to prepare for any potential injuries or illnesses.

Head to the Kitchen and queue up Mush production. Plan to reassign the Botanist (currently working in the Greenhouse) to the Kitchen once his current production finishes.

At this point, Base Expansion II research should still have about an hour left. Use this time to travel to the Rapidium deposit and begin collecting.

While you’re out, if the Miner gets injured, assign him to a bed in the Infirmary—he’ll need four hours to recover. If the Kitchen malfunctions, reassign the Technician to Base Maintenance to handle the repairs.

As Base Expansion II nears completion, queue up “Medium Storage” for your next research task. This will allow you to replace the smaller storage units with more efficient medium ones.

Once the Botanist finishes his Greenhouse task, reassign him to the Organics deposit to gather additional resources.

Continue collecting Rapidium. When the Kitchen is fully repaired, move the Botanist there and update the production queue as needed.

Afterward, reassign the Technician to the Organics Outpost to support resource collection. Keep gathering Rapidium until the Botanist finishes cooking. Then, move him back to the Greenhouse to produce a Raw Food Package.

If the Scientist gets sick from spoiled food, assign him to the Infirmary once you return to base. Meanwhile, if the Miner has recovered, reassign him to the Metals Outpost to resume his duties.

At around 19:15, return to base. Speak with the Scientist and send him to the Infirmary for a four-hour recovery session.

Finally, reassign the Technician back to the Workshop to work on Repair Kits and Radiation Filters. You’ll also have a chance to speak with the Botanist—take a moment to encourage him by saying:
“Think about your memories and the past.”

Wrap up the day when your tasks are complete.


Day 16 : Planetary Samples

Start the day by checking your current resources. If you’re low on Minerals and Organics, make a plan to prioritize gathering both throughout the day.

If the Miner wants to talk, find him. He may mention phantom arm pain and request painkillers. Despite his history with drug abuse, choose to keep him compliant for the mission. Use the following dialogue options:

  • “Doesn’t phantom pain work the other way around?”
  • “I believe you.”
  • “I will get you some more.”

Then, head to the Kitchen and queue up Mush production to maintain your food supply.

Don’t forget to reassign the Scientist to the Research Lab if he’s idle. Your next objective is to gather the remaining Rapidium and collect enough Organics. Aim to finish Rapidium collection early—ideally by 09:33.

Once done, go to the Organics Outpost. Set a target of at least 100 Organics. Monitor your team assignments: if the Technician completes his batch of 1 Radiation Filter and 1 Repair Kit, reassign him to the Kitchen to help with food production.

If you start running out of storage space (e.g., around 88 Organics), pause resource gathering and investigate the Internal anomalies near the Minerals Outpost.

Use the Luminator on the anomalies to destroy their core. This will yield a new resource, ALX, which can be converted into other materials at the Refinery. Follow the trail from the anomaly to find a Planetary Sample.

Return to base immediately once your storage is full. If you can’t afford to expand to Tier 2 Base (which costs 40 Minerals), build a small storage unit instead.

After addressing storage, speak to the Scientist and show him the Planetary Sample. This will unlock new research options.

Head back to the Organics Outpost and collect the remaining resources needed to build the Ark. Once you’re ready, return to base.

If the Miner has another accident and behaves suspiciously, confront him about his opioid use. Choose:
“I’m taking you off the meds.”
Stand firm, even if the conversation goes poorly.

Next, go to Command and build the Ark. You may need to relocate the Dormitory to make space.

Afterward, call Maxwell to continue the task “The Path Ahead.” Ask for the Bridge Anchor blueprints, go through all available questions, then choose:

  • “I’m gonna need your help.”
  • “I’m smarter than you think.”
  • “This is more fucked up than I thought.”

Maxwell will send unfinished blueprints. Speak to the Scientist and choose:

  • “This is all they could give us. Amateurs.”
  • “Get to work or we’re screwed.”

Then, go to the Research tab and select “Bridge Anchor” as your next project. Also queue up “Adv. Non-Metals Outpost.” Be aware: this will consume your only Planetary Sample, so plan carefully.

With all your tasks complete for the day, head to bed.


Day 17: The Social Room

Start your day by assigning the Technician to Base Maintenance. Then, queue up 10 cooked meals in the Kitchen and assign the Botanist there to handle cooking.

You’re very low on Organics, so gathering them should be your top priority. You’ll also need 40 Minerals for Base Expansion II, and another 30 Minerals if you choose to complete the optional task you’ll receive later—so keep both Minerals and Organics on your radar.

Shortly after starting the day, the Technician will want to talk. When prompted, choose:

  • “I’m not in a good negotiating position.”
  • Then, “You’re never beating me.”

This unlocks the optional task “A Place to Rest,” which requires you to build a Social Room (cost: 30 Minerals).

Soon after, the Miner will report that he’s in pain. Assign him to the Infirmary so he can recover.

Next, head out to the Organics Outpost to start collecting resources. You can postpone talking to the Miner until later in the day.

At around 13:42, the Botanist will finish his shift in the Kitchen. At that point, reassign him to Mineral collection.

If the Technician requests a new task, keep him on Base Maintenance, especially since the Research Lab will soon malfunction and require repairs.

At around 18:10, you’ll receive a call. Begin making your way back to base by 19:00.

Once there, talk to Lucas. He’ll give you the optional task “Is One Enough?” — he wants you to bring back more Rapidium.

By 19:30, if the Research Lab still isn’t fixed, take the initiative and repair it yourself, even if it causes a delay. Whether or not you choose to go to bed right after is up to you.

Wrap up your remaining tasks and end the day when ready.


Day 18 : The Miner’s Arm

Start by setting up production for 3 Radiation Filters and 3 Repair Kits in the Workshop. Use the Uphold system to ensure a steady stock of these items moving forward.

Next, assign the Botanist to the Minerals Outpost and keep the Technician working on the production queue in the Workshop.

Now, go speak to the Miner. When prompted, choose:

  • “Okay, I’ll do it.”

This will create a core memory with him. After this, the Miner will be unavailable for a while.

Then, head out to the Organics Outpost to gather resources. Be ready—at 12:00, a magnetic storm will hit. As soon as it starts, return to base immediately.

During the storm, it’s all hands on deck. Assign the Botanist to help with production in the Workshop and the Technician to Base Repairs. The storm will consume Radiation Filters quickly, so monitor your supply closely.

Assist with fixing issues around the base as they come up. This is also a good time to expand the base if you haven’t already.

You should also build a Refinery, as you’ll need it soon for processing materials like ALX.

Continue maintaining and upgrading the base until Bridge Anchor research is completed. When it’s done, speak to the Scientist. Be aware: no matter which dialogue option you choose in the first dialogue tree, he will react negatively. In the next tree, select:

  • “More work, great!”

You’ll now need resources to build Polymers, but that’s a task for tomorrow. For now, open the Research tab and queue up “Non-Metals Efficiency II.”

Once you’ve wrapped up all remaining tasks and the base is stable, end the day.


Day 19 : Upholding

After the magnetic storm, things take a turn—nighttime radioactivity now begins at 20:00, so manage your time carefully. Your primary goal is to build four Bridge Anchors for the task “The Path Ahead.” You’ll also want to construct the Social Room.

Start by checking your resources. You’ll receive a call notification—but before answering, go speak to the Technician, who will talk about Upholding in the production queue. Even if you’ve already implemented it, hear him out.

Next, review the production requirements:

  • Each Bridge Anchor costs 20 Metals and 20 Polymers.
  • You need four, so prepare for 80 Metals and 80 Polymers total.
  • Producing 10 Polymers requires 20 Organics and 20 Minerals, so for 80 Polymers, you’ll need 160 Organics and 160 Minerals. Start planning your resource collection accordingly.

Now, go to the Comms Room and answer the call from Lucas. He’ll ask you to find an Alter who can speak to Jan’s ex-wife, Lena, starting the task “The Good Husband.” You’ll have several Alters to choose from, but you’ll need to pick the Botanist for this task.

Before approaching the Botanist, speak with the Scientist—you’ll get three conversation topics:

  1. Lena – Select:
    • “I guess you are right.”
  2. The Miner’s hand – Choose:
    • “Fair point.”
    • “What’s the matter?”
    • “That’s a great idea.”
      This starts the task “The Miner’s Issue.”
  3. Jan Prime – Choose:
    • “Nothing”
    • “I didn’t want my life to be about work”
    • “I wish I had done the same”
    • “Just stick to your role”

Now, go speak with the Botanist:

  • “They are the same person.”
  • “Sorry to disappoint, but we broke up.”
  • “I do care.”
  • “I’m not afraid of hard work.”
  • “All right.”

After the dialogue, assign the Botanist to the Organics Outpost, then head out to collect Minerals.

Around 18:03, another call will come inreturn to base. Although both the Technician and Scientist want to talk, take the call first. It’s Lena, and when prompted, call in the Botanist. This will create a core memory for him.

Speak to the Botanist again afterward:

  • Ask about Maxwell
  • “Looks like you had an honest talk.”
  • “I did it to impress her.”

Then, speak to the Scientist and respond positively to all his prompts. This will unlock the Crunch Time ability, allowing all Alters to work 12-hour shifts for the next four days.

Lastly, talk to the Technician, who suggests a more humane option for the Miner—regrowing his arm using Rapidium. Choose:

  • “And make his life easier.”
  • “Keep talking.”

You’ll now have to decide:

  • Give the Miner a prosthetic arm, or
  • Ask the Scientist to develop a serum for biological regrowth.

With the day winding down and your objectives clear, end the day when ready.


Day 20 : Crunch

Start your day by talking to the Scientist. Convince him to research the serum to regrow the Miner’s arm—it’s the more humane option. Use the dialogue choices:

  • “As an experiment”
  • “So you can’t do it?”

Afterward, bring up the Botanist and pick:

  • “I’m trying to get her off our backs”
  • “Leave the worrying to me”

Next, activate Crunch Time to make full use of 12-hour shifts—this will help you power through today’s production needs.

For production, queue up Advanced Non-Metals Outpost, then head to the Minerals Outpost. You can assign the Botanist to the Organics Outpost now, but leave the Technician at base for maintenance or production tasks.

In the Research tab, cancel the Prosthetic Arm project and start Serum Research instead.

Before going too far, track down the Botanist to continue progress on “The Good Husband.” For the conversation about Lena, choose:

  • “Yes, I have a theory”
  • “It started when I convinced her not to move abroad”
  • “I was sad about selling the house”
  • “I started to work my ass off”
  • “You’re right”

This unlocks your first Lessons Learned—a dialogue perk that expands your future options. You’ll have the chance to call Lena and use it now, but it’s safe to prioritize resource collection first if needed.

Head to the Minerals Deposit and continue gathering. Around 17:00, Advanced Non-Metals Outpost will be ready—build one at the site.

By 19:00, Serum Research should complete. Return to base and speak to the Scientist—he’ll give you the Serum Formula, which can now be crafted in the Kitchen.

The Alters Walkthrough Act 1

Then go to the Comms Room and call Lena. A new dialogue option will be available thanks to the Reliance trait—ask her about Polymers. This unlocks Polymer production in the Greenhouse.

Wrap up the conversation with:

  • “Give ‘em hell”

This will complete the task “The Good Husband.” If no other urgent tasks or Alter needs are pending, you can end the day here.


Day 21 : Magnetic Storm Detection System

Start your day by taking stock of your resources. You’ll need 40 Rapidium to craft the Serum for the Miner, so make that your top priority before focusing on Minerals.

You’re also running low on Metals, but your Radiation Filters and Repair Kits are in good shape. For food, assign the Botanist to the Kitchen and send the Technician to the Metals Outpost.

The Alters Walkthrough Act 1

Take a moment to check in on the Alters:

  • When the Technician seems down, say: “There’s beer on board.” This boosts his morale.
  • Reassure the Miner by saying he’s not a wimp—this keeps his spirits up.

Head out to collect Rapidium until you hit the 40 units needed. Once you have it, queue up the Serum in the Kitchen.

When that’s done, switch over to the Minerals Outpost to gather what you need for Polymer production. Once you’ve collected enough, queue up eight Polymer packages.

When the Serum is ready, reassign the Botanist to the Workshop to begin crafting more Radiation Filters.

The Alters Walkthrough Act 1

Return to base, find the Miner in the Dormitory, and let him know you’re growing him a new arm.

After that, go speak to the Scientist—he has new insights on the Magnetic Storm Detection System research. Get caught up on the findings.

With everything in motion and no urgent tasks left, you can end the day.


Day 22 : Beer Pong

Take stock of your resources. Your primary goal today is to build the Social Room. You also need to collect food, Organics, Minerals, and Rapidium.

  • Assign the Miner to the Organics Outpost
  • Assign the Botanist to the Kitchen
  • Plan to move the Scientist to the Refinery once the Base Maintenance Workplace research is complete

Shortly after starting the day, you’ll run into the Miner and Technician—both will be happy about the Miner’s new arm. This will complete the recovery task tied to the Miner.

The Scientist will then call in. He’ll discuss the results of Crunch Time.

  • Turn off Crunch Time—doing so unlocks the Lesson Learned: “Pragmatism”
  • When asked how you felt about the Crunch, choose: “It was worth it.”
The Alters Walkthrough Act 1

Now focus on optimizing the base and collecting materials.

  • Head out to the Minerals Outpost
  • Once research is done, reassign the Scientist to the Refinery
  • Move the Botanist to the Metals Outpost for additional material gathering

Once the new Outpost model is researched, upgrade the Rapidium Outpost to increase efficiency.

By around 18:45, return to base and complete construction tasks:

  • Build the Social Room
  • Build the Recycler

Once that’s done:

  • Queue production for the first Bridge Anchor
  • Visit the Social Room and play beer pong with the Technician—this will complete the optional task “A Place to Rest”
The Alters Walkthrough Act 1

Completing that moment will also unlock the Lesson Learned: “Assertiveness.”

You can then choose to hang out with the crew and watch a movie, or end the day.


Day 23 : Preparation for the Magnetic Storm

The Dormitory will malfunction, injuring all Alters. This limits them to short shifts for the day.

  • Priority: Repair the Dormitory immediately

A Magnetic Storm is expected in two days, so today should be focused on preparation.

  • Assign the Alters to:
    • Food production
    • Radiation filter production
  • Your own focus should be:
    • Gathering Rapidium
    • Collecting Organics

The day will be mostly uneventful. Focus on damage control and stockpiling essential resources to ensure the team is ready for the coming storm.

End the day when all production and gathering tasks are completed.


Day 24 : 2nd Rapidium Ark

Start your day by reviewing your current resources. Your main goals today are:

  • Stockpile Radiation Filters and Repair Kits in preparation for the upcoming Magnetic Storm
  • Build the second Rapidium Ark for the task “Is One Enough?”

Set up production for both Radiation Filters and Repair Kits immediately.

Then, assign the Alters as follows:

  • ScientistRefinery
  • BotanistKitchen
  • MinerMetals Outpost
  • TechnicianWorkshop

Since you’ll be harvesting Rapidium yourself, upgrade your storage before heading out—it fills up quickly.

The Alters Walkthrough Act 1

Head to the Rapidium Outpost and begin collecting. Monitor Alter assignments throughout the day and make adjustments as needed to maintain efficiency.

Return to base around 19:00.

The Alters Walkthrough Act 1

Once back, build the second Rapidium Ark. Shortly after, Lucas will call. By the end of the conversation, you’ll receive the optional task “Three’s a Pattern”, which asks you to construct a third Ark.

Queue up production for 3 Bridge Anchors.

Wrap up the day by spending time with the crew. Watch a movie to boost morale—this will leave everyone in high spirits.

End the day when you’re ready.


Day 25 : Out in the Storm

Start your day by reviewing your current resources. Your main goals today are:

  • Stockpile Radiation Filters and Repair Kits in preparation for the upcoming Magnetic Storm
  • Build the second Rapidium Ark for the task “Is One Enough?”

Set up production for both Radiation Filters and Repair Kits immediately.

Then, assign the Alters as follows:

  • ScientistRefinery
  • BotanistKitchen
  • MinerMetals Outpost
  • TechnicianWorkshop

Since you’ll be harvesting Rapidium yourself, upgrade your storage before heading out—it fills up quickly.

The Alters Walkthrough Act 1

Head to the Rapidium Outpost and begin collecting. Monitor Alter assignments throughout the day and make adjustments as needed to maintain efficiency.

Return to base around 19:00.

Once back, build the second Rapidium Ark. Shortly after, Lucas will call. By the end of the conversation, you’ll receive the optional task “Three’s a Pattern”, which asks you to construct a third Ark.

Queue up production for 3 Bridge Anchors.

Wrap up the day by spending time with the crew. Watch a movie to boost morale—this will leave everyone in high spirits.

End the day when you’re ready.


Day 26: Aftermath of the Storm

Today is all about survival. If you’ve been following the plan, you should already have a healthy stockpile of Radiation Filters and Repair Kits.

You can choose to head out and gather more resources, but be cautiousradiation exposure is now a serious threat. Only venture out if it’s necessary, and monitor your exposure levels closely.

The Alters Walkthrough Act 1

Remember: Day 27 is when the sun gets dangerously close, so keep that in mind as you plan your movements.

Before leaving the base, check the progress on your Bridge Anchors to ensure you’re still on track with your objectives.


Day 27 : Completing the Bridge Anchors

Start the day by noting a key planetary change—radiation now hits earlier and more intensely. To make things even more complicated, a new Interal Vein has appeared on the map.

Due to overtime the previous night, the day will begin later than usual. Check your resources, then assign the Miner to the Metals Outpost.

Next, open the map and locate the Interal Vein, which will be marked with a question mark.

Queue up your final Bridge Anchor—this will be the last one you need.

The Alters Walkthrough Act 1

Then, head out to the Interal site and follow the trail to its core. Once you discover the planetary sample, mark the location for future reference.

Immediately after, start research on the Advanced Metals Outpost—this will consume the planetary sample.

Assign the Botanist to the Minerals Outpost, and then make your own run to the Organics Outpost to gather what you can.

By this point, production on all four Bridge Anchors should be complete.

Since radiation begins at 19:00, be sure to return to base around that time. Once back, take a moment to relax with the crew—watch a movie to wind down from the day’s intensity.

End the day when you’re ready.


Day 28 : Finishing Up

Start the day by confirming that all Bridge Anchors have been produced. After checking your resources, head out to place them—the installation points are clearly marked on the map with glowing symbols.

Visit each marked location and install the anchors, taking care around any anomalies you encounter.

Before you cross over to place the final anchors on the other side, make a quick detour to a previously overlooked spot. There, you’ll find a Band T-shirt and a Night Sky Projector—pick them up.

The Alters Walkthrough Act 1

Once that’s done, return to the task and install the remaining Bridge Anchors at their designated positions.

With all anchors in place, you now need Organics to fuel the next phase of your journey. Cross the light bridge and decide whether to assign an Alter to gather Organics or collect them yourself.

Keep two limitations in mind:

  • At Tier 2, the base’s Organics capacity maxes out at 450 units, so you’ll need to dismantle some modules to reduce overall mass.
  • If every facility is built, your maximum storage can reach 1,020 units.

Since a long journey lies ahead, now is the time to maximize your stockpile of essentials before moving forward.

The Alters Walkthrough Act 1

You still have 9 days until Sunrise, so take a moment to track down the Botanist and give him the Night Sky Projector—a small but meaningful gesture.

While everything is ready to start the journey, it’s a good idea to take one more day to wrap things up and ensure you’re fully prepared.


Day 29 : Starting Journey 2

With some storage space still available—and knowing you’d burn through a portion of your Organics during the day—take the opportunity to gather a bit more Metal and Organics before winding down.

Later in the evening, spend time with the Alters. Relax, watch a movie, and allow the tension of the past few days to ease, even if just for a moment.

The Alters Walkthrough Act 1

Once everyone has settled in, make the decision to initiate the journey onward.

Be aware: due to limited storage capacity, you’ll be forced to leave behind several Pylons and Outposts. It’s a tough call—and one you may regret later—but it’s a necessary sacrifice to move forward.


Journey 2 : A Musical Number

Start the day by heading to the kitchen, where the Alters are in the middle of an argument about music.

When they ask for your favorite genre, choose whether to stay neutral or express a preference—either way, it’s a lighthearted moment.

You’ll be prompted to finish a line of song lyrics. If you want to go with something that might resonate with the Scientist, consider choosing:

“…A pointless operation without any doubt.”
Be warned—it won’t land the way you hope.

After the conversation, make your way to the Workshop and craft a guitar to complete the task “Time To Unwind.”

Soon after, a call from Maxwell comes in. Answer it and respond based on your past alignment—especially if you’ve been skeptical of the Corporation or Maxwell. The tone of the exchange is ominous regardless of your choices.

Next, return to the kitchen and gather the Alters. You’ll be prompted to write a song. Choose the lyrics freely—there’s no wrong combination here.

The Alters Walkthrough Act 1

Once the song is done, sit back and enjoy the performance. It’s a well-earned moment of levity before what’s to come.

The journey pauses. Act 2 begins.


That completes the full walkthrough for Act 1 of The Alters.

Walkthroughs for the other Acts can be found here or below –

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