The Alters

The Alters

60 ratings
The Alters: 100% Guide
By Undertone
If you want to get all the achievements in the Alters, you've come to the right place. Prepare yourself for spoilers so I would not recommend reading this until you've done your first play-through. If you are posting content from my guide, please reference it. If you are lifting/publishing content from my guide, please ask for my permission. Thanks and enjoy. Leave a comment if you want something expanded / explained or another achievement added that's not currently in the list.
2
5
   
Award
Favorite
Favorited
Unfavorite
The Lessons
  • Assertiveness - Learn the Technician's lesson.

    One of the easy ones - just build the first Rapidum Ark. He will ask you why are you blindly following corporate orders. Just agree with him and he will teach you the art of assertiveness.

  • Pragmatism - Learn the Scientist's lesson.

    In Act 1 - usually after the first storm, the scientist will talk about learning how to crunch. Agree with him and maintain the crunch for two days and you will learn the power of pragmatism.

  • Charisma - Learn the Worker's lesson.

    In Act 1 or Act 2 - the worker will ask you to maintain the radiation filters for 5 days and good working conditions (no crunch). Complete the quest and he will teach you the charm of charisma.

  • Chill - Learn the Shrink's lesson.

    In Act 2 - help the shrink obtain his special tool and craft his mushrooms. Agree to take some hallucinogens with him and this will teach you the coolness of chill.

  • Integrity - Learn the Doctor's lesson.

    This one is more difficult. You need to have picked the implant solution in Act 2. In Act 3, the doctor will want his tattoo back. In order to get it correctly, you need to ask the design from the shrink. The shrink will be pissed off because of your decision in Act 2, so you first need to wait to bring back the rebels or you will miss this one. Once you bring the rebels and the shrink back, get the shrink's design and suggest it to the Doctor.

  • Joy of Life - Learn the Tabula Rasa's lesson.

    Create Tabula Rasa in Act 2 but pick the Implant choice and finish Act 2 with the implants. In Act 3, towards the middle of the chapter, Tabula Rasa will start hanging out the Airlock towards the end of the day / evening. Go talk to him. If you miss the window, he will appear again on the next day and want to talk to you so it's repeatable.

  • Optimism - Learn the Refiner's lesson.

    Pretty simple. In Act 1 when you can - craft his dumbbells and get a gym. Be positive in dialogue. Talk to Lucas and help him figure out that Ben is alive.

  • Reliance - Learn the Botanist's lesson.

    In Act 1 or Act 2, Lucas will ask you for help to get Lena to stop asking questions. Lucas suggests that an Alter will know Lena best and know how to talk to her. Get the Botanist's perspective and he will ask you to understand what went wrong. Allow him to talk to Lena instead of you and generally support his advice to ask Lena for sorting out the bridge / polymer quest and for the implants in Act 2.

  • Shrewdness - Learn the Guard's lesson.

    in Act 2 - agree with the guard to install a surveillance system and follow the quest to completion.

  • Vulnerability - Learn the Miner's lesson.

    Refuse giving drugs to the miner. The miner will cut his own arm due to the phantom pain. Don't give him a prosthetic but choose to regrow his arm via the serum (the option that the technician suggests). If this doesn't unlock it, sending him to the shrink later when he is overworking himself will solve it.

  • Jan Complete - Learn all the lessons from your Alters.

    This will pop up after the Rebellion quest has been completed and after you've experimented on yourself and talked to your self-consciousness in Act 3's beginning.
The Storylines
As a general rule, try to talk to each alter whenever they have a conversation icon. Certain stories require specific triggers and choices in order to get the full story.

Act 2 choice outcome:

- Technician always leaves.
- Guard and Scientist always stay.

Implants:
- Botanist, Doctor, Refiner support this solution and will stay.

Tabula Rasa:

- Miner, Shrink, Worker support this solution and will stay.

If you use the Tabula Rasa solution, the technician cannot be persuaded to come back no matter what. He will stay no matter what. Other alters can be persuaded if you treated them well.

If you pick the Implant solution, you can persuade all alters (incl. technician) to come back provided you come up with a solution for their problems and complete the quest line.

To get Tabula Rasa in your party, you need to create him but later change your mind and go with the Implant option so you need to effectively research both options to completion.

Lucas's willingness to help depends on how many Rapidium Arcs you've created. It's very easy to create 2 in Act 1, 2 more in Act 2, and get the final one in Act 3.

  • A Place in People's Hearts - Complete the Worker's story line.

    In Act 2, pick the Implant option. Talk to the scientist immediately after and you will find out that the Worker refused to take the implant. Tell the scientist to chip him while he is sleeping, otherwise he will die. After waiting a bit, the worker will be furious which will prompt another quest on how to pacify him. Talk to the refiner and he will suggest making a factory soup. He can help with it. This will pacify the Worker but he will still be pissed with the decision. In Act 3, get the rebels back as soon as possible. The worker will be happy but will be nostalgic about the good old days. Find the scout pin and give it to him. It can be found where the Interal is, next to the irradiated area behind the base. Once you give it to him, this will complete his story and he will understand what true leadership is.

  • Happy Sisyphus - Complete the Doctor's story line.

    In Act 2, pick the Implant option. You need the Shrink as well. In Act 3, you will get a tattoo quest. You need to wait until you've gotten the rebels back, specifically the shrink. Ask his advice on the tattoo option and the shrink will provide you with a specific design. Recommend that option to the Doctor.

  • Her Last Wish - Complete the Technician's story line.

    In Act 2 get the holographic technology (look for the rapidium location, go up, look for trees). Build the park with a bench. Pick the Implant choice. In Act 3, get the rebels back by completing that quest line - giving them resources, getting Lena to provide a solution.

    You can call Lena 3 days from activating the rescue beacon. Once he is back, he will eventually tell you about your mother's last wish.

  • Hidden Truth - Complete the Scientist's story line.

    Not sure if bug or not but this only seems to trigger for me when picking Maxwell's option and killing Tabula Rasa in Act 2. In Act 3 - help the Rebels build a shelter in which they can survive by providing a care package, connecting the pylons from their base (look for the pylon on the right side of their shelter), and then giving them more resources. The Hidden Truth quest will pop up at the very end, after you've discussed how to deal with the rescue team. Give him the 10 polymers, and follow his instruction.

  • Keeping Him Safe - Complete the Refiner's story line.

    Talk to the Refiner and get to know his story. You need to ask and persuade Lucas to find out if Ben (the refiner's lover) exists in this timeline. In Act 2, you need to have picked the Implant route. You need Lena to complete this. In Act 3, once Lena gives you the option to switch off the implant's tracking, convince the rebels to come back. After that you will have the option to talk to the Refiner and he will ask you to ensure that Ben doesn't meet the same fate. You need to call Lena to do achieve that. Talk to Lena and make sure to use Reliance or Pragmatism in the dialogue to get her to actually call the company and prevent the accident.

  • Remaking Himself - Complete the Miner's story line.

    In Act 1, don't give him the drugs. Don't pick the prosthetic option and go the extra mile and pick the regrow option via the serum (what the technician suggests). When the miner starts to overwork himself, listen to the technician again and send the miner to the shrink. In Act 2, pick the Implant option. Get the rebels back in Act 3 by helping them out. The miner will eventually come to the realization, he wants to be a wood carver. Get him a tree sample. If Tabula Rasa is alive and present, him and the miner will wood carve together.

  • Take It Easy, Dude - Complete the Shrink's story line.

    Pretty straight-forward, just be helpful to him and talk to him regularly. Make sure to get his tea in Act 2. If you've picked the Act 2 implant option, help the rebels in Act 3 so that he can return. Talk to Lena and Lucas and ask them to help. Have a final conversation with him towards the end of Act 3 where he will come to your quarters for a chat.

  • The Other Man - Complete the Botanist's storyline.

    In Act 1, get his perspective on Lena and allow him to talk to her. Agree to his advice to ask Lena's opinion on the polymer bridge. In Act 2, take the Implant's choice and get Lena's solution. Whether Lena is told about the alters or not, doesn't matter. In Act 3, get the rebels back. Towards the end, listen to his proposal about switching places.

  • You Gotta Be Smart - Complete the Guard's storyline.

    Agree to get him to investigate the food thief. Agree to the surveillance and to let him monitor stuff. Talk to him whenever you get a chance. Whether you pick Implant or Tabula Rasa in Act 2 doesn't matter to him but Tabula Rasa is quicker and faster. The guard doesn't care either way. Towards the end, when you are preparing for the rescue party, he will have a fight with the scientist in the quantum room. Support the guard's plan to get the QC data. At the end, tell him the data is useless.
General Achievements
I am only picking tricky achievements. Quite a few achievements can be basically earned by just playing the game normally (like for example building all the rooms) and are super easy and straight-forward.

  • Exceed all expectations - Build the fifth Rapidium Ark

    I recommend waiting until the last stage (the Sun is approaching - X days remaining) for every chapter. This gives you new Interal veins for additional special upgrades. You are actually penalized if you get through stages too quick.

    The Arks are also dependent on the Stage your base is. You can get your base to Stage 2 in Act 1 and build 2 Arks. Your base can get to Stage 4 in Act 2, and you can build 2 more Arks. Fifth one can be build in Act 3 generally.

    Avoid Enriched Metals and the tech for it. It's simply not worth it even with a Refiner. Avoid similarly the Automatic Outpost - it's a trap. Both are super inefficient and slow and you will always have enough manpower even when the rebels leave in Act 3. Seriously don't even bother with the Enriched Minerals locations or setting up outposts. Also don't bother with ALX, conversions or anything related to it. Advanced outposts are the name of the game. Refinery is basically useless other than to net you a few easy achievements and for some quest related stuff. It's not worth it even with the refiner.

    Go for non-metal efficiency and the special upgrades there first. Then large storage. Storage is going to be the biggest cap for you so as soon as you can replace the small ones with medium ones, and the medium ones with the super big ones. Enough to where your overall organic needs to move the base don't exceed the maximum capacity.

    Tech priority:
    - Non-metal efficiency and advance outpost
    - Large storage
    - Metal efficiency and advanced outpost
    - Base expansion
    - Free climbing

    Everything else is whatever. You can do whatever you like after you've gotten the above.

    As mentioned, in Act 1 build 2 Arks, in Act 2 build two more after you've expanded the base to the max. In Act 3, build the final one.

  • Endings

    You can complete all achievements except one in 1 play-through. Get the botanist and pick the Implant choice. In Act 3, you have enough time to complete all prerequisites for all choices at the end. Once completing the game in one way, you can simply reload to the last day and say your goodbye, therefore getting:

    Corporate Plug - pick the Implant option. This will serve as prerequisite for the below and lead you down the following endings:

    - All By Myself - Use Jan, doing nothing option at the end.
    - I deserved this more - Allow the Botanist to take Jan's place at the end. Doesn't matter which option you pick.
    - The things we do for love - Doing nothing option as the Botanist, allowing him to swap places.
    - It ends in flames - Blow up the base. Just pick up the explosive option as anyone.
    - The Corporate Way - Complete the game via the Implant path.



    Bold Science - pick the Tabula Rasa option in Act 2. This will lead you down the remaining ending:

    Maxwell's Path

    - You need to make sure that Lena doesn't find out about the alters. Tell her to piss off, don't listen to the botanist. Pick the Tabula Rasa path in Act 2. It doesn't matter what you pick at the end as long as it's Maxwell talking to you in Act 3.

  • Awareness

    Getting Tabula Rasa on your team. In Act 2, you need to explore both cure options and do all the prerequisites for them. This means hacking the QC and creating Tabula Rasa but then changing your mind and picking the Lena option via the botanist. Create the implants and talk to the scientist, then pick the Implant option in Act 2.

  • All My Selves

    Create all possible Alters. Just create the alters you didn't pick in your first play-through.

  • Not Just An Object

    Give every Alter at least one personal item. Needs a 2nd play-through like the above. Just walk around each Act and explore. It's super easy, make extra drill cartridges and this will make each act and exploration a breeze. Plus the free climbing tech. Get the alters you didn't pick in your first play-through and give them stuff when you find it.


  • New Perspective

    Get the shrink and the doctor. In Act 2, pick the Implant option. Don't complete the tattoo quest until you've brought the rebels back via their questline. Get the Shrink's design and make the machine - tattoo the doctor and you will get the achievement.



30 Comments
Dialaeth 12 Aug @ 5:23am 
You can complete Technician storyline on Maxwell's Path as well its basically same pre-req and then it procs in your last conversation with him.
Dialaeth 12 Aug @ 2:44am 
For Maxwell's Path I don't think it matters if Lena finds out - if you let the Botanist talk to her he will tell her about the Alters straight away but Lena will still end up bailing if you choose the Tabula Rasa option / Maxwell will take over again in Act 3.
Dialaeth 11 Aug @ 3:24am 
I had one implant run where the Scientist storyline proc'd in Act 3 but I didn't get the choice dialogue at the end to let him stay or go. On a replay when I was mopping up some of the other implant run achievements it worked though - in the 2nd run I had hooked up the pylons to the rebel base to see if it did anything and he references the base in the dialogue so maybe that was it.

I was a little faster in the 2nd run (initial proc at 5 & 8 days until sunrise respectively) but that still should've been plenty of either for the quest to resolve.
Zackiel 18 Jul @ 5:26am 
I managed to make it pop by going to “lessons learned” from a recent save !
Zackiel 18 Jul @ 4:57am 
Hello, I have a problem with Super Jan, I learned all the lessons and I started a new save to find myself between Act II and Act III and success didn't trigger.

Do you have the same problem? Do you know how to set it and how to trigger it
CheshireAfire 13 Jul @ 9:29am 
For "Keeping Him Safe" it's probably worth mentioning that you can't lie about your Alters to Lena in Act 2, otherwise she will refuse to help in Act 3 no matter the lessons you have learned. She'll always refuse if you lied to her.
Undertone  [author] 2 Jul @ 5:14am 
CelestialSagA - I see what you mean. I double-checked the text and it was unclear. Updated with the correct information, good shout.
CelestialSagA 1 Jul @ 10:00am 
You didnt even mention technician, and seeing what youre writing about miner, leads me to the conclusion that you confused them
CelestialSagA 1 Jul @ 9:56am 
heres your reciept

quote:
"Act 2 choice outcome:

Tabula Rasa - killing Tabula Rasa will piss off the Miner, Doctor, Refiner, Botanist. You have a chance to get someone back if you help them but the Miner will always refuse to come back no matter what. Others will refuse or come back depending on how you've treated them.

Implant choice - choosing the Implants will piss off the Miner (yes he gets upset no matter what), Shrink, Worker. Everyone including Miner can be persuaded to come back if you help them out and ask them to come back."
Undertone  [author] 1 Jul @ 8:56am 
To add - this is the distribution with a full number of alters. I haven't tested what the outcome is if you have less alters. Why would you have less other than self-handicap? In Act 2, you can achieve the maximum number of alters.

There could be potentially protection by the devs in case you don't have a total number of alters and they didn't want you to get even more handicapped and so let's say if you have 4 people in total, only 2 will rebel instead of the usual distribution. So this could be a possible explanation as to why the miner is not rebelling in your game.

In every play-through I had with full numbers of alters, picking the implant option led to the miner rebelling with the technician.