The Alters Walkthrough (July 2025) Navigate Complex Choices & All Endings

The Alters Walkthrough (2025) Navigate Complex Choices & All Endings
29th June, 2025

I've spent countless hours navigating the emotional rollercoaster that is The Alters, and let me tell you - this game doesn't pull any punches when it comes to complex decision-making and survival challenges. From the very beginning of Act 1, The Alters forces the player to make some tough decisions that will change the fate of Jan as well as his alterations.

As someone who's explored every branching path and experienced multiple endings, I'm here to guide you through the intricate web of choices that will determine not just your survival, but the fate of every version of yourself you create. Whether you're crash-landing on that hostile planet for the first time or trying to unlock that perfect ending, this comprehensive walkthrough will help you navigate the complex plot and make the right choices.

Quick Overview: Key Information

AspectDetails
Release DateJune 13, 2025
PlatformsPC, PlayStation 5, Xbox Series X/S
Game PassAvailable Day One on Xbox Game Pass and PC Game Pass
Developer11 Bit Studios
GenreSurvival Base Building Management with emotional sci-fi storytelling
Critical ReceptionGenerally favorable reviews, 93% of critics recommended

Understanding The Core Mechanics

Before diving into the walkthrough, it's crucial to understand what makes The Alters unique. Each segment of the game is timed, as the sun will rise and obliterate the player's entire crew. One second of real-world time is equivalent to one in-game minute.

The game's central mechanic revolves around creating "Alters" - alternate versions of himself who made different life choices, and therefore, have their own distinct skill sets, lifestyles and personalities. Each Alter represents a path not taken in Jan's life, and managing these different personalities becomes just as important as managing resources.

Prologue Walkthrough: Getting Your Bearings

The Prologue serves as your introduction to this hostile world, and while it's relatively straightforward, there are important elements to master early on.

Day 1: Finding the Base

The focus of your first day will be making your way to the Base. This is a pure storytelling section, so we won't have to worry about any of the basic game mechanics just yet. Follow the emergency flares along the beach - they'll guide you to safety.

Day 2: Resource Collection

Day 2 is going to be much busier, so get ready to put in some work. You'll need to:

  • Collect metals from the glowing orange deposits
  • Always return before the radiation marker on your clock
  • Sprint to save time and energy

Creating Your First Alter

Unlike other Alters, he will be ready to talk to you immediately. So, try to navigate his conversation as gracefully as you can and avoid offending them.

When creating Jan Technician, choose these dialogue options for the best relationship:

  • "Sorry for bringing you into this"
  • "I needed your help"
  • "We're in this together"
  • "I'll respect your expertise"

Act 1 Walkthrough: Building Bridges (Literally and Figuratively)

Act 1 introduces the real challenge: It requires you to find a way to cross the lava river by literally building a bridge.

Essential Steps for Act 1

  1. Create the Scientist Alter: Create the scientist alter and build the research lab. This is absolutely mandatory for progression.
  2. Research Bridge Solution: 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.
  3. Resource Requirements:
    • After crafting four Bridge Anchors, head back to the Lava River and place two anchors on either side of the river.
    • You'll need 80 metals and 80 polymers total for all anchors
  4. Mining Outpost Priorities:
    • Metals first (northwest deposit)
    • Organics second (eastern deposit)
    • Minerals third (for polymer creation)

Critical Side Quest: The Qubit Chip

The Qubit Chip can be taken to the Quantum Computer and unlocks one additional alter allotment and extremely useful research topics for the Scientist. Don't skip this - it's essential for later acts!

Act 2 Walkthrough: The Disease Dilemma

Act 2 presents your first major moral choice that will significantly impact your ending. Act 2 of The Alters is much more challenging than the first, pitting players against more anomalies and blocking progression with difficult terrain.

The Critical Choice

When an unknown disease that kills Molly, the sheep that Jan cloned back in the Prologue threatens all your Alters, you must choose between:

Option 1: Maxwell's Solution

  • Create Tabula Rasa (a blank Jan)
  • kill him to use his healthy brain tissue to cure the alters
  • Consequences: Taking Lena's path will lock Maxwell out of Act 3

Option 2: Lena's Solution

  • craft a Neural Implant and inject it into the alters
  • Allows Ally Corp to potentially spy on/control Alters
  • Consequences: taking Maxwell's path will cause Lena to never trust Jan ever again

Alter Rebellion Outcomes

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.

If you choose Neural Implants:

  • choosing the Implants will piss off the Miner (yes he gets upset no matter what), Shrink, Worker
  • These Alters can be convinced to return in Act 3

If you choose Tabula Rasa:

  • killing Tabula Rasa will piss off the Miner, Doctor, Refiner, Botanist
  • These Alters will never return

Act 3 Walkthrough: The Final Push

The player will need to craft a beacon and light it up to let the rescue team find them. This act tests everything you've learned about resource management and alter relationships.

Key Objectives

  1. Build and activate the beacon
  2. Deal with increased radiation anomalies
  3. Manage your remaining Alters' morale
  4. Prepare for the rescue team's arrival

The Luminator Strategy

Luminator turns into a highly useful device in Act 3, as most of the anomalies will now drop a resource known as ALX, which can be refined into Minerals

Important Considerations

  • Build at least 5 Rapidium Arks for the best endings
  • Complete "The Aftermath" side quest to bring rebel Alters back
  • Doctor, Scientist, and Refiner will have their own specific side quests in Act 3

Navigating the Complex Ending System

The choice system in The Alters is one of the more impressive of recent years, with branching paths that lead into further branching paths.

Critical Decisions That Impact Your Ending

  1. The Rescue Team Choice
    • If Jan says "I told you, I have nothing to declare", it will stop the player being able to use either the Explosives or the Sleeping Gas
  2. Lessons Learned
    • If you want to get one of the better endings, you need to have at least two [Lessons] learned
  3. Rapidium Ark Quantity
    • If you did not create enough (5 Rapidium Arks), you will hear of riots due to food shortages

Ending Variations

The Corporate Way (Jan Botanist Ending)

  • Jan Botanist clears the trial and only gets 12-18 months home confinement
  • Requires swapping with Jan Botanist
  • Best outcome for staying aligned with Ally Corp

The Sleeping Gas Route

  • Use sleeping gas on rescue team
  • Jan quietly places the sleeping gas on the Rescue Teams ship while they investigate the base
  • Results vary based on whether you worked with Lena or Lucas

The Explosive Option

  • Jan blows up the base while the Rescue Team is aboard
  • Most violent option with severe legal consequences

All By Myself Ending

  • Do nothing and leave Alters to corporate mercy
  • Jan becomes a hero of sorts, doing interviews and attending charity dinners
  • Ally Corporation is willing to provide Jan with increased expenses cost, a bigger apartment, and health care, but they will not reveal the location or wellbeing of Jan's Alters

Essential Tips for Making the Right Choices

Resource Management

  1. Always Prioritize Organics: Organics are the resource that you will need the most throughout Act 1
  2. Plan Your Storage: Build Small Storage modules early and upgrade to Medium when possible
  3. Delegate Wisely: With the Scientist researching and the Miner/Technician gathering resources, you may need to man a mining outpost yourself

Alter Relationship Management

  • Whenever an alter has a dialogue box by his name, check in to see if you can help him with something or raise his spirits
  • Use beer pong in the Social Room to boost morale
  • Give gifts found in cargo drops to unhappy Alters

Base Building Strategy

  1. Module Priorities by Act:
    • Act 1: Research Lab, Dormitory, Refinery
    • Act 2: Infirmary (mandatory), Contemplation Room, expanded storage
    • Act 3: Ark Sarcophagus, additional Rapidium Arks
  2. Optimize Base Layout:
    • Line up elevators on one side
    • Place storage at the bottom
    • Keep production modules centralized

Time Management

  • Always Be Actively Researching Something
  • Use crunch mode sparingly - it damages morale
  • Plan tasks around radiation cycles

Frequently Asked Questions

Q: Which Alters should I create first? 

A: The Scientist is mandatory for Act 1. I recommend the Miner second for 50% faster resource gathering. The Botanist is the one alter that's still married to Lena in his timeline, making him valuable for certain quest lines.

Q: Should I choose Neural Implants or Tabula Rasa? 

A: If you want the flexibility to bring rebel Alters back, choose Neural Implants. If you choose Neural Implants, the rebel alters can be convinced to come back to the base somewhere in Act 3.

Q: How many Rapidium Arks do I really need? 

A: Combined, it's probably best to work with Lucas and Lena and make sure you return to Earth with 5+ Rapidium Arks. This ensures the best news reports and ending variations.

Q: Can I save everyone? 

A: Not exactly. There is no way to get your entire crew to agree with your Act 2 decision. However, choosing Neural Implants gives you the best chance to reunite with most Alters.

Q: What happens if I run out of radiation filters? 

A: If you run out of filters, the base is exposed to extreme radiation levels. That's not going to end well. Always keep at least one in reserve!

Conclusion

The Alters isn't just about survival - it's about confronting the choices that define us. Every decision you make ripples through the narrative, affecting not just Jan's fate but the fate of every version of himself he creates. According to the studio, "each Alter has a very carefully prepared personality and story that the player can interact with while playing".

Whether you're aiming for the perfect ending or just trying to keep everyone alive until rescue arrives, remember that time was the game's most precious resource. Plan carefully, treat your Alters with respect, and maybe - just maybe - you'll all make it off that hostile planet together.

The beauty of The Alters lies in its exploration of that eternal question: "What if?" Now it's your turn to answer it. Good luck, and may all your choices lead to survival!

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