
Congratulations on making it to Act Three of The Alters against all odds! While you’ve navigated numerous challenges so far, you’re not finished yet. Your survival and skills will truly be tested in this pivotal act.
The conclusion of Act Two saw your group of alters divide into two factions, and while you’ll eventually need to address this split, there are other pressing matters at hand. As you transition into this act, prepare yourself for another Journey as your base makes its way to the next location.
A unique section called Interlude awaits you, featuring one of the trippiest sequences in the game. I have extensively played through this act to ensure you’re fully prepared for the challenges ahead. Let’s delve into what needs to be accomplished to finally escape this forsaken planet.
Journey 3

No matter your chosen cure from Act 2, you’ll awaken to the familiar face of the Scientist. Your crew has come to rescue you, but you’re caught in a storm, navigating through chaos. The Technician has commandeered the TUR vehicle, leaving you with problematic alters to manage.
Your first step should be to head to the Comms Room and check your messages. The content here varies based on your past decisions but generally leads to similar pathways. Ensure you talk to the Scientist and any other alters aboard to gauge their spirits, as your options may differ based on earlier choices.
Now is an ideal moment to repair any damaged modules. Since crafting isn’t permitted during Journeys, use this time to make the most of your repair kits. There’s no time pressure at this stage, allowing you to fix any issues at your own pace.
Once done, connect with the Scientist in the womb to access the Quantum Computer. This will provide insights into your current situation and the path ahead.
Interlude
Welcome to the unique Interlude, the only one of its kind in The Alters. This sequence is straightforward; just follow the paths while observing the fleeting figures and items along the way.
A mysterious figure called the Stranger will interrupt your journey with conversations. Your dialogue choices here matter little, so feel free to role-play as you wish.
At one point, you will encounter a circle of landing pods containing either deceased or severely injured crewmates. It’s crucial that you interact with the original captain’s pod to further your journey, followed by another conversation with the Stranger before moving to interact with the 2001: A Space Odyssey-style obelisk at the center.

Upon waking up, engage with the Scientist to devise a light tracking plan, which will hopefully enable you to locate the TUR vehicle carrying the Technician and the absentee crew. Visit the Command Center and interact with the screen as if launching the base, marking your progression into Act 3.
Act 3 – Main Objectives

Your first step is to reach out to your remaining contacts on Earth to devise a plan for extraction, marking it as your main priority.
The Way Back

Your contact will request that you build a beacon to assist the rescue team in locating your position. This task requires 50 metals and 50 minerals. If you already have these resources, craft it immediately.

If you don’t have the necessary materials, it’s time to venture into the hostile world of Act 3 and resume your mining activities. The image above details the five mining spots available, each corresponding to a specific resource type.
Unlike Act 2, Act 3 limits you to one mine per resource, simplifying the mining process. However, routing pylons can be complicated due to the terrain. You may need to strategically position pylons on cliffs, then find creative ways to connect to ground-level routes.
Be attentive to a new anomaly type in this area known as the Prism. While it’s not radioactive, interacting with it is essential to eliminate it. Initially, you’ll find yourself unable to do anything about it. Speaking to the Scientist afterward will reveal its weak points, usually marked by glowing orbs. Once you destroy these, the Prism will cease to obstruct your progress.
Prism anomalies often block resource access, so prioritizing their elimination is essential. Regular anomalies also populate Act 3 and are particularly aggressive. Keep your health in check to avoid radiation exposure, and consider researching an anomaly shield for added protection.
Once you’ve crafted the beacon, place it at the furthest point from the base on a tall cliff that overlooks the ocean. Activate it, only to discover it’s obstructed by a force field above.
Touch base with the Scientist to explore possible solutions, and anticipate some phone calls in the Comms Room before finalizing this objective.Respond to the calls as you see fit.
The Aftermath

While managing tasks to escape, you should also seek out the rebel alters to bolster your crew for the final push. Look for a peculiar, large glowing tree stump, which marks the rebels’ hideout as indicated on the map above.
As you approach their location, be prepared to drill through any fallen rocks along the way, so keep extra drill cartridges on hand. The Technician, still bitter, may refuse to return, but you can craft a supply package to assist him. This package requires 120 metals, 60 minerals, and 50 organics, so gather these resources for crafting.

After crafting the supply package, you must personally deliver it back to the Technician. Depending on your choice of cure, outcomes may vary. If you selected Lena’s brain implant cure, a promise from her about safety can sway the Technician and rebels back to your base.
Engage in a conversation with Lena for her commitment, and return to inform the Technician of the good news to successfully reintegrate them into the crew. Utilize any new dialogue options from lessons learned to further your efforts.
The Longest Day
If you chose the Tabula Rasa harvesting cure, expect the Technician to be less cooperative. He may request that you link his outpost’s pylon back to the main base. Approach the cliffside location shown in the prior images and connect it to your nearest pylon.
Additionally, offer additional supplies to the rebels, which will require 120 metals, 80 minerals, and 40 rapidium. Although this may not assure the Technician’s return, it could persuade some rebels to join your crew, enhancing your team for the challenges ahead. Gauge the reactions of returning alters carefully, as their morale may need attention after their time among the rebels.
Sky’s The Limit

Your next task is to investigate the Beacon Blockade that obstructs your beacon signal. Assign the Scientist to this task immediately; it will take approximately 10 hours. Once he completes the research, communicate with him to unveil a plan for summoning a mysterious structure lurking beneath the planet’s surface.
Three points on the map highlight the glowing anomalies needed for harvesting data, similar to how other anomaly cores work. Exercise caution as you navigate through aggressive anomalies to reach these locations.

After this, task the Scientist to begin researching the Materializer module. As with previous tasks, this will take around 10 hours to complete. Once ready, craft the Fragmenting Device using 50 metals, 50 minerals, and 100 rapidium.

With these preparations complete, you can now build the Materializer module itself; ensure you have 20 metals, 40 minerals, and 30 rapidium ready to go. This module significantly aids your mission, so don’t overlook it.
Once completed, engage with the Scientist in the newly constructed module for an update; he has devised a plan to clear the force field in the sky, signaling the most perilous mission of the game. Ensure supplies are stocked, especially suit batteries and anomaly shields, as the risks will be higher than ever.
When ready, head to the designated map spot, preferably in the morning. The game will notify you about this potential ‘point of no return’—it’s advisable to save beforehand to avoid setbacks.

Once arrived, call the Scientist to summon the Interal Tree, navigating through intense music and pressing scenarios. The path to the top is linear; you will climb and face anomalies obstructing your journey—just eliminate any threats in your way.

At the pinnacle, you encounter a massive Prism surrounded by aggressive anomalies. Destroy this Prism to eliminate all anomalies, allowing you to deploy the Fragmenting Device below the swirling structure at the center of the arena.
Once activated, escape quickly as the tree collapses, using a prompt to descend safely. You’ll reappear within the airlock, where your team awaits with a celebratory toast.
Gather with your crew in the Kitchen the following morning. Your dialogue choices won’t impact outcomes here, so feel free to role-play as you see fit.
Final Preparations

The moment to depart has arrived, alongside some significant decisions. First, return to the beacon and turn it on. With the force field neutralized, the beacon should successfully signal the rescue team.

Your next priority is to commission the Scientist to research the Ark Sarcophagus module, which conceals your alters from the rescue team. This research will take four hours.
You will have various choices regarding the rescue crew and piloting the ship. It’s advisable to complete all prep tasks, as they provide flexibility during the final rescue sequence, enhancing your options in the endgame without locking you into any ending prematurely.

When the research concludes, construct the Ark Sarcophagus module using 30 metals and 40 rapidium. It occupies as much space as a conventional Rapidium Ark. If you’ve built all other modules, completing the Ark Sarcophagus will also earn you the Ultimate Builder trophy.
The Takeover
Decide how to take command of the rescue ship once you boarding. Unfortunately, there was no Pilot alter option available. One alternative is to research the autopilot device after the Scientist completes the Ark Sarcophagus project; this will take four hours, plus 10 metals, 10 minerals, and 20 organics for crafting in the Workshop.

Lucas will contact you, offering to pilot the ship, provided you supply him with a RAT (remote access transmitter).This device can be crafted for 10 metals and 30 minerals, expanding your options for the final sequence.
The Rescue Team

Next, devise your strategy for handling the fully-armed rescue team poised to bring you back home. The gentler approach involves neutralizing them with sleeping gas during transit; to do this, the Scientist must research the Suit Mask Upgrade.
This, too, takes four hours and requires the completion of the Ark Sarcophagus research. Once done, craft the mask using 30 metals, 30 minerals, and 20 organics.

You will also need to create sleeping gas, available in the Workshop for 10 minerals and 120 organics. Alternatively, if you prefer a more explosive solution, you can create four explosive charges to deploy throughout different base rooms—the Airlock, Command Center, Machinery, and Quantum Computer.
Before you summon the rescue team at the Command Center, consider resting a day to ensure you have a save file ready to experiment with different endings if desired.

As your alters prepare for cryosleep in the Ark Sarcophagus, take a heartfelt moment to say goodbye. Take one last call from your chosen superior before heading into the final scene of The Alters.
Jan Dolski’s Return – Final Decisions

Before emerging to meet the rescue team, interact with the Airlock to initiate the closing scene. You can role-play through the initial interactions as you discover the soldiers noting peculiar readings from the Rapidium Arks.
How you handle this scenario will determine the fate of your alters. Make sure to use any dialogue options inspired by your experience to deflect suspicion of your true motives.
In this phase, you must decide whether to utilize sleeping gas, set off explosives, or remain passive. These choices ultimately determine the ending; there are no outright happy conclusions, but varying degrees of outcomes exist.
For a shot at ensuring your alters a new chance at life, choose either the sleeping gas or explosive options. Avoid doing nothing, as this will lead to handing them over to Ally Corp.

Upon concluding with a brief epilogue, credits will roll. At this juncture, consider whether you’re satisfied with your ending or wish to replay your final day for alternative outcomes.
Act 3 – Additional Objectives

As with previous acts, Act 3 presents several side objectives that, while not critical for survival, enrich character narratives and may unlock trophies and achievements.
If you’re going to focus on just one side quest, prioritize The Meaning of Life, which wraps up the Scientist’s storyline—often revealing more intrigue than the main endings.
Low Morale

Your alters’ morale may plummet, especially after a faction split, making the Low Morale side objective crucial. Throughout Act 3, monitor and mitigate this low morale or risk severe consequences.
Focus on seeking out the most discontent alters and have conversations to discern their issues. For instance, I discovered that the Scientist was unhappy with the constant radiation exposure due to a lack of filters in the base—adjust small issues like this to enhance overall morale.
Consider methods to boost spirits—eliminating pressing problems, limiting work hours, and organizing fun activities like movie nights or games like beer pong. Your efforts can prevent serious repercussions if addressed in time.
Imagine Sisyphus Happy
The Doctor yearns for his former Sisyphus tattoo. You can help him attain a new one.
To start, inquire about everyone’s artistic talents, then suggest a suitable alter to design the tattoo after reporting back to the Doctor.

Next, the Tattoo Machine becomes available at the Workshop. Craft it with 5 metals and 10 minerals, then use it in the Infirmary. This will culminate in a delightful cutscene and a trophy for completing the Doctor’s storyline.
Saving Ben

The Refiner feels anxious concerning the fate of his partner, Ben, worrying that the same mishap could claim his life once more. This objective is a possibility only if you chose Lena’s brain implants as your cure.

Consult Lena for any ability to inform Ben of impending dangers at his workplace. After some hesitation, she may agree and contact him directly to offer a warning.
When you relay the good news to the Refiner that his partner has been saved, a trophy is earned for concluding this storyline. However, if you opted for the Tabula Rasa treatment, unfortunately, the outcome for Ben will not be as fortunate.
The Meaning of Life

During the final preparations, the Scientist will seek your approval for an expedition, requiring some polymers for exploration. Agree to the request, then create the polymers in the Refinery at a cost of 20 minerals and 20 organics.
After the necessary research for the Ark Sarcophagus, Autopilot Device, or Suit Mask Upgrade, provide him with the polymers, permitting him to set off on his scientific journey. Make sure to grant him a full day for this venture.
Upon his return, the Scientist will share his extraordinary discovery, marking it on your map for exploration. Follow the path across the bridge he left and discover an oasis rich in beauty and sustenance devoid of radiation.
After receiving a call from the Scientist, return to him for a heart-wrenching decision—allow him to remain behind and research the safe oasis. Although it’s bittersweet, it’s wise to assist his important investigation. When you feel prepared within three more days, inform him that he may depart. This final act will earn another trophy for completing an alter’s journey.
Act 3 Tips

Act 3 presents many challenges and complexities, making effective management of resources paramount for your survival.
- Automate Your Outposts: Investing in automated outposts is a strategic move. These mining stations function independently, freeing alters assigned to them for other tasks. In Act 3, I relied heavily on auto-outposts, significantly boosting my operational efficiency.
- Prepare for Magnetic Storms: Storms are frequent in this act; thus, stockpiling repair kits should be a priority. I found success maintaining around eight kits in storage. Enhancing your defenses with Radiation Repulsor modules and researching radiation shields is also advisable.
- Prioritize Securing the Rebels: Early engagement with the rebels will facilitate resource gathering and increase your crew size for the final objectives. I faced Act 3 alone for a considerable period; don’t repeat my mistakes!
- Keep Your Options Open: As emphasized earlier, ensure all potential endings are viable by preparing both sequences. Prevent any lock-in scenarios by saving prior to the final day, allowing for flexibility during your resolutions.
Cargo Locations
While Act 3 cargo is less critical since the Damaged Chips have been accounted for from Act 2, discovering new items, such as movies or personal possessions, can elevate the morale of your crew.
Each listed location corresponds to specific loot found within. Happy hunting!
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