Act 2 ofThe Altersis much more challenging than the first, trapping players in a canyon with rough terrain and an army of anomalies guarding major resources. Even something as simple as setting up supply lines is a hassle in Act 2 ofThe Alters, but things get much more manageable once you’ve set everything up over the first few days.

Act 1 gave you plenty of time to familiarize yourself with the game’s mechanics, so Act 2 doesn’t pull any punches. The items you need to craft require significantly more resources, and your Alters will face multiple problems that will reduce their moods and make them more likely to rebel against you. There are ways to keep everything under control, though. This Act 2 walkthrough ofThe Alterswill guide you through this tough portion of the story.

The Alters Base Modules Failure During Magnetic Storm

Base Building Priorities

You’ll need to significantly ramp up production to craft everything you need before sunrise, so expanding your base should be your first goal for Act 2 ofThe Alters. You can upgrade your base at Quibit Level 2, which you should already have if you collected the Damaged Chip in Act 1. Use the Scientist to research Base Expansion 2 to give yourself some more space.

There are more Damaged Chips to find in Act 2, and you’ll be able to create some new Alters if you raise yourQuibit Levelhigh enough. Because of this, you should fast track the production of a second Dormitory module so that your new crewmates have a place to sleep. Their moods are already going to sour during this act, so you don’t want to add any additional stress on top of that.

The Alters Radiation Repulsor Research

It’s also a good idea to research Medium Storage and the Contemplation Room module. You’re going to need a lot of resources for the road ahead, and the last thing you want to see is a storage warning when you’re on a tight deadline. The Contemplation Room also gives you a space to cheer up any distressed Alters, and you’ll be using it quite a bit later on.

Resource Gathering Priorities

You need a huge amount of Metals and Minerals to complete Act 2 ofThe Alters, so they should be your primary targets. There’s an Enriched Metals deposit right next to the base that you can use for initialMetals and Organicsharvesting, but make it a priority to set up supply lines to bespoke Metal nodes.

There are two Mineral deposits to pull from in Act 2, and it’s highly recommended to spend a Planetary Sample to unlock the Advanced Non-Metals Outpost to increase your gathering rates. It will also help you mine Rapidium, which you’ll need toward the end of this act.

Rapidium - The Alters

There are several anomalies guarding these deposits, though, so bring some Suit Batteries and clear them with your Luminator to make things easier. There are some very specific spots where you need to place pylons — especially for Metals and Rapidium — and you won’t be able to line things up with anomalies harassing you.

Act 2 Mining Outpost Locations

The image above shows all the resource deposit locations in Act 2 ofThe Alters.It takes a while to get Mining Outposts set up at these deposits, so stock up on shallow deposits along the way to keep your base fueled during the first few days of Act 2. You’ll need to upgrade your Climbing Hook before you can reach most of the important deposits, anyway.

Act 2 Main Story Quest Walkthrough

Act 2 begins with the base being stopped by a strange gravitational anomaly. Your first objective is to scope out the scene, so head outside and take a look. Report back to the Scientist once you’ve checked out the anomaly to come up with a plan of action.

Building the Gravity Sensor

The Scientist recommendsbuilding a Gravity Sensorto analyze the anomaly. It requires 50 Metals and 20 Minerals, which you may already have in your storage. If not, scout for some shallow deposits in the nearby caves. There are two spots marked on the map above where you may place Gravity Sensors, but you only need to build one of them.

As you explore the caves surrounding the base, you’ll encounter some new anomalies. A time-dilation anomaly blocks the entrance to an important cave with plenty of resource deposits, so use the Luminator to dispose of it. Otherwise, you’ll lose precious time whenever you pass through. There are also new pulsing anomalies that change in size, and you can only attack their core when they’re at their smallest.

Metals / Non-Metals Efficiency 1

Most of the important spots on the map are located behind energy gates. These are another new hazard to account for during Act 2, completely draining your suit’s energy if you pass through them. Pylon connections don’t pass through these, either. Bring some extra suit batteries on your expeditions in case you hit one of these.

You need to research and craft the Climbing Hook Upgrade to reach the Gravity Sensor spots, so prioritize that before anything else. Getting the Free Climbing research will also help immensely, but you may craft a bunch of Suit Batteries to keep yourself going on long days as well.

The Alters Act 2 Mining Outposts

Once you’re ready, climb up to one of the marked spots andplace a Gravity Sensor. Return to the Scientist, and he’ll recommend that you build two Neutralizer Towers to disable the anomaly. These cost a whopping 160 Metals and 160 Minerals each, so you’ll need to spend a few days mining while also managing your other resource expenses. There are multiple spots to get Minerals, so it’s a good idea to assign an Alter to one of them while you hit the other.

You should also make sure to set up a Mining Outpost at the Metals deposit. This is one of the hardest deposits to connect to your base, since the only way for Pylons to link up is through a very narrow opening next to the deposit. It’s strongly recommended to place a Pylon Hub (which has a much larger connection range) in the center of this area near the Minerals and Organics deposits, so you can connect all three of them without spending too many resources.

how to get bridge anchor blueprints in the alters

Sheep Autopsy

The anomaly isn’t the only thing to worry about during Act 2. Molly the sheep will die only a few days into the act, leading to a shocking chain of events that will ruin the mood of your entire crew.

Have the Scientist perform an autopsy on Molly via the research menu, and check in with him once he’s ready. It turns out that the Rapidium used to create Molly led to an issue with her brain, ultimately causing her untimely death. Your Alters are up next. You need to find a cure to save your crew before the end of Act 2, or you’ll get a game over. The first step to finding a cure iscrafting an MRI Scanner with 100 Metals and 100 Minerals.

where to place gravity sensor in the alters

Tabula Rasa vs Implants

With the MRI Scanner built, head to the Infirmary and perform an initial brain scan. The next day, call Lucas into the Communication Room. He’ll let you know that Maxwell might be able to help you, so all you can do is wait for the next call. Eventually, Maxwell will tell you that you can create another Alter — this time with a completely blank memory slate — called aTabula Rasa. The Tabula Rasa’s brain tissue can be extracted to cure your Alters, but it won’t survive the process. Your crew is understandably freaked out by this news, but some of them support the idea.

You can also call Lena for help. The Botanist will ask to speak to Lena in your place, but it’s not a good idea to let him. Talk to Lena yourself in the Communication Room, and she’ll tell you about some Implants that can be crafted to save each of your Alters. These Implants will allow Ally Corp to monitor your crew, though, and not everyone is on board with this idea, either.

Scientist alter in The Alters game

Regardless of your choice, you’re going to need some Rapidium. There’s a deposit next to the base at the top of a high climb, so drop a pylon up top and one down below to link the deposit to your supply network. There’s a second Rapidium deposit at the top of the map to the northwest, too. To connect this one, start with a Pylon at the edge overlooking the base. Then, walk through the nearby narrow cave opening and through the energy gate to find another ledge overlooking the base. Drop a Pylon there to connect it to the other one you just placed, then connect those two to your base with another Pylon all the way at the bottom of the canyon.A Pylon Hub is a good idea here since it has an extended range compared to other Pylons.

If you want to go with Maxwell’s Tabula Rasa plan, you’ll need to research QC Hacking and then spend some Rapidium at the Quantum Computer to create this new Alter in the Womb. You’re not locked into this route if you create Tabula Rasa, so don’t hesitate to create him as a backup just in case.

The Alters Act 2 Metals Deposit

The Implants require 10 Metals, 30 Minerals, and 20 Rapidium each,so you’ll need 60 Metals, 180 Minerals, and 120 Rapidium for a full set of six, provided you have a full roster of Alters. Do not wait to research and craft these. It takes quite a bit of time to manufacture them all if that’s your chosen route.

If you create Tabula Rasa but go with the Implants as your final decision, he’ll join your crew as an Alter.

The Alters Cure Decision

Near the end of the act, a meeting will be held in the Kitchen to decide what to do. There is no way to get your entire crew to agree, so some of your Alters will become upset with you depending on your choice. The ones that don’t support your decision will rebel and leave your team going into Act 3, so choose carefully. The opinions of each Alter are listed below:

The Technician will leave your group no matter what after Act 2, and some of your Alters may not consent to your chosen treatment. The Worker, for example, won’t accept the Implants if that’s your decision. you’re able to then choose to inject him against his will when he’s asleep, or to let him die without the Implant.

Once you’re ready to end the act,place both Neutralizer Towers in the marked spots and then assign four Alters to them. When the Alters are working on them, go and interact with either of the Neutralizer Towers to conclude Act 2 and move on with the main story.

Act 2 Side Quests

Each of your Alters has personal requests for you during Act 2, but some of them require you to dedicate valuable resources that are used to craft important equipment like Neutralizer Towers or Gravity Scanners.

Refiner: Sound Mind and Sound Body

If you have the Refiner, he’ll ask you to build a Gym so that your crew can work out and relieve stress after their daily shifts. A Gym module costs70 Metals and 70 Minerals, which isn’t too much in the grand scheme of things. If you need more space, have the Scientist research additionalbase expansion upgrades. Since the brain disease understandably sours everyone’s moods, a Gym is a great way to keep your Alters satisfied and ward off rebellion.

If you’ve read the Refiner’s life path, though, then you know that he’s wrestling with much more internally. Once you build the Gym, he’ll ask you to look into a guy named Ben who died in his memories. You can call Lucas in the Communication Room to learn more about the real Ben, and then deliver the news to the Refiner to unlock the Optimism lesson.

Technicial: Green Refuge

If you speak to the Technician later in the act, he’ll reminisce about your mom’s favorite park bench. He wishes there was some way to get that feeling back. To complete this task, head to the northwest corner of the map near the Minerals and Rapidium deposits. There, you’ll find a strange patch of trees with a Holo Disc waiting for you. This Holo Disc unlocks the Park with Bench module for your base. It only costs40 Metals and 60 Minerals.

Doctor: As Good as a Feast

The Doctor’s request for Act 2 involves an upgrade for the Kitchen. Give him some Raw Food grown in a Greenhouse module, and he’ll attempt to cook a meal. The Kitchen will need some repairs after the Doctor’s initial attempt, but you’ll unlock the Feast ability in the Kitchen after fixing things up. This is the Kitchen’s version of a movie night, providing a huge mood boost for your entire crew.

Lucas: Is One Enough/Every One Counts

Throughout this act, Lucas will continually call to remind you that Rapidium is the primary goal of this mission. He asks you to build more Rapidium Arks for your base, but these are huge resource sinks. Rapidium Arks are important if you want to get a certain ending inThe Alters, but you should focus on keeping your crew happy and healthy for now, since things are especially tough. Plus, 30 Metals, 120 Rapidium, and 100 Organics per Ark is a lot to ask for.

Refiner: Less is More

The Refiner is a bit of a headache during Act 2 ofThe Alters, and this is one of the big reasons why. When assigned to the Refinery, it’ll break down, and he’ll get minor radiation poisoning. He’ll argue with the Scientist afterward about the pros and cons of working with radioactive Enriched Metals, and it’s up to you to resolve their differences. The Refiner will refuse to work until things are back to normal, so you’ll have to delete all the Enriched Metals in your storage and avoid harvesting any more for a few days.

Scientist: Focus Time

The Scientist’s Act 2 request is one of the easiest in the game. He just wants to continue his old research. To do so, let him work on Private Research in the Research Lab. It takes a whopping 24 hours, but he’ll really appreciate it.

Shrink: A Special Kind of Substance

The Shrink has a very simple request for you in Act 2 ofThe Alters. He just wants to chill out a bit with some tea that you can make with a special plant grown in the Greenhouse. Make the tea in the Kitchen once you’ve grown the plant, and then return to the Scientist to unlock the Chill lesson.

Botanist: Blast from the Past

If you call Lena and ask for her help with the Implants, the Botanist will come to you with a personal request. He’ll ask about a special axe from his memories, but neither he nor Jan can quite remember what it looks like. Go talk to the Scientist about it, and then call Lena to ask her if she knows anything. After talking to Lena, craft the Shepherd’s Axe and deliver it to the Botanist to complete this task.

WHERE TO PLAY

The Alters is an ambitious sci-fi survival game with a unique twist. You play as Jan Dolski, the lone survivor of a crash-landed expedition on a hostile planet. To survive, you must form a new crew for your mobile base.

Using a substance called Rapidium, you create alternative versions of Jan - THE ALTERS - each one shaped by a different crucial decision from the protagonist’s past.