The Alters Optimal Selection Order and Top Picks for First Playthrough

Guides

Unlocking the right Alters in the correct order in The Alters can make the difference between surviving a hostile planet or facing early doom. From the essential Technician who powers your base’s very core to specialized roles like the Scientist and Forager, this guide reveals the optimal sequence to unlock your Alters on PC, PlayStation, and Xbox-setting you up for a smoother, more strategic playthrough. Ready to master the clones and maximize your chances of escape?

Starting with our good friend and guinea pig, Jan Technician, here’s the best order to unlock your Alters, plus some details about the process of awakening new versions of Jan Dolski in the first place.

How to get new Alters in The Alters

To get new Alters in The Alters, you need to use the Quantum Computer in your base to initiate the cloning process. First, ensure your Quantum Computer is upgraded enough to support more Alters by increasing its Qubit Level using Damaged Chips converted into Qubit Chips. Then select the desired Alter by choosing their unique life path, such as Scientist or Botanist. After confirming the choice, you must wait for an in-game timer (about seven hours) to complete the creation process. Once finished, the new Alter will awaken in The Womb and join your team, each bringing distinct skills and personalities that aid your survival and base development.

You’ll unlock the first Alter in The Alters during the prologue. After completing the first few tasks – such as finding Rapidium, building a module called “The Womb,” and cloning a sheep – you’ll be asked to clone yourself, Jan Dolski, using branching life paths on the Quantum Computer.

As every version of Jan Dolski made a difference choice in life, they have similarly turned into different versions of Jan Dolski, with varying skills and life experiences. Although the only “Jan” you can pick as your first Alter is Jan Technician, later on, you’ll be able to add five more Alters of Jan Dolski.

In other words, you get to choose six Alters in total. And since there are nine Alters to choose from, you can’t awaken all of them in a single playthrough. Once you’ve awakened an Alter, the choice is final, unless you go back to a previous save file.

To awaken new Alters, choose the Alter you want by selecting their life path on the Quantum Computer (Scientist, Botanist, etc.), and wait for the in-game seven-hour timer to finish the creation process. Once that’s complete, you can awaken your new Alter in The Womb.

Adding Alters requires Rapidium as well as Quantum Computer upgrades. To increase the computer level, you must find Damaged Chips on the map and turn them into Qubit Chips at the Workshop, then add this new chip to the Quantum Computer. Your fourth, fifth, and sixth Alter will require such an upgrade.

This limit on Jan Dolskis means it’s important to think carefully about which Alters you’d like to awaken, and in what order. The sooner an Alter joins the crew, the more useful they are – but they aren’t just useful. Alters struggle with personal issues, too, and some are more rebellious than others. Our recommended order of awakening the Alters is based on their personal skills, your early-game priorities, and the risk they bring aboard.

Here’s the best order to unlock Alters in The Alters.

Technician

The Technician is an indispensable Alter in The Alters, serving as the foundation of your base’s functionality. Tasked with repairing damaged modules 50% faster, the Technician ensures that critical systems stay operational and the Quantum Computer, essential for planning and producing new Alters, remains functional. This Alter is mandatory to create first in every playthrough, as its role in maintaining and upgrading the base infrastructure directly impacts your ability to expand and survive. Once the Technician is active, focus shifts to resource harvesting and stabilizing energy and food supplies, setting the stage for efficient management and progression in the game.

  • 50% efficiency when doing base maintenance.

Granted, you don’t have much choice here, as the first Alter is always the Technician. After he saves you from impending doom during the prologue, the Technician may not seem particularly useful, but just wait until some of your base appliances break. That’s when the Technician proves his worth.

As the only Alter capable of fixing things quickly, the Technician is incredibly helpful during emergencies. Whenever your base isn’t falling apart, you can send your handyman to the mines or put him on kitchen duty. He’s no bad chap either – if you look past his initial complaints.

Scientist

The Scientist Alter in The Alters is crucial for progressing quickly and unlocking new possibilities. By creating the Scientist early, you gain access to the Research Lab, which allows you to unlock essential base upgrades and new modules such as the Greenhouse and Refinery. This significantly speeds up your long-term efficiency and helps in upgrading your base, making the Scientist one of the best early choices after the mandatory Technician.

  • Can research new technologies.

This learned fellow is the most important member of the clone crew. As the only Jan capable of conducting research at the Research Lab, you simply can’t unlock new crafting recipes and other upgrades without him. Jan Scientist is the MVP of The Alters, and annoyingly enough, he knows it.

Beware that the Scientist isn’t very useful without a Research Lab, but since you can build a lab at the start of Act 1 (it only costs 40 Metals), that shouldn’t be a problem. The sooner you awaken the Scientist, the more things he can research, and the better equipped your base will be.

If you already got another Jan as your second Alter, don’t panic, but make sure the Scientist takes the third spot if you don’t want to get stuck.

Botanist

The Botanist in The Alters is a crucial Alter who significantly boosts food production efficiency by +100% in the greenhouse, making them essential for sustaining a growing crew. Their ability to rapidly produce raw food not only improves morale by providing better quality sustenance but also helps alleviate one of the game’s major resource pressures early on. Pairing the Botanist with the “Efficient Food” technology unlocks even faster and larger crop yields, ensuring a steady food supply that supports long-term survival and base development. This makes the Botanist a highly recommended choice to unlock early after the Technician and Scientist to maintain crew happiness and efficiency.

  • 100% efficiency when growing crops in the greenhouse

Jan Technician has been saying this since his arrival, but that ’mush’ you’re serving is disgusting. Apart from the makeshift pierogi shenanigans, the only way to get better food in The Alters is to build a Greenhouse, and the only Alter capable of growing a decent amount of crops is the Botanist.

Do not underestimate the Botanist’s power; serving better food is a great way to boost morale, and it will help you manage the crew later in the game. Furthermore, the Botanist is cheerful, which is a rarity among Alters, and he’s got a certain insider’s connection with the company – I won’t say more, but trust me, you want this guy on your team.

Refiner

The Refiner in The Alters plays a crucial role by significantly boosting resource processing efficiency. Unlocking the Refiner increases the speed and output when refining enriched metals into basic metals and organics, which is essential for crafting advanced materials like Polymers early in the game. Though not the highest priority in the initial unlock order, the Refiner becomes increasingly valuable as it enables access to the Worker Alter, who further improves crafting efficiency. This makes the Refiner a strategic choice for optimizing resource throughput and supporting base development in mid to late stages of gameplay.

  • 50% efficiency when refining enriched metals into metals and organics.

Blessed with a rather specific talent, the Refiner proves a true resource-booster if you choose to mine Enriched Metals. Rather than just Metals or Organics, an Enriched Metal deposit gives you both, so it’ll take less time and resources to set up. While you don’t have to rely on Enriched Metals, it’s an effective way to yield extra resources in early game. Also, the Refiner opens the path to the Worker, who makes a great sixth crew member.

Although it may seem logical to get a Miner before a Refiner, there are reasons to prioritize the Refiner. Firstly, you don’t have a great many tasks at the start of Act 1, so you and the Technician should be able to tackle (most of) the mining. Yes, you’ll have to mine enriched metals, which causes radiation buildup, but if you regularly swap places, allowing some healing time, this won’t be a problem. Secondly, the Miner isn’t the happiest member of your clone crew, whereas the Refiner is a fairly pleasant fellow, which makes him better for morale.

Miner

The Miner is a valuable Alter in The Alters, specializing in rapid resource extraction that can significantly accelerate your base’s early development. Unlocking the Miner early provides a steady flow of metal, which is essential for expanding and upgrading your facility, especially in the initial stages when materials are scarce. However, managing the Miner comes with unique challenges: he suffers from chronic pain related to his past, and players must decide whether to treat his pain or encourage him to work through it, each choice carrying consequences for his efficiency and survival. When healthy, the Miner is highly productive, but if neglected, his issues can lead to downtime or even life-threatening situations, making proactive support crucial for maximizing his contribution to your crew.

  • 50% efficiency when mining metals.

Since extra mining efficiency is such a straightforward and logical ability to pick, you may be tempted to get the Miner as your first Alter. Don’t do it. Yes, the Miner is useful, but he’s also deeply troubled, and he will start drama among the crew. Get the Botanist to stabilize the situation first, use the Refiner to get your first Metals and Organics from a single Outpost, and only thenadd the problem Jan to boost your resource intake.

If you get the Miner early, you may be forced to get a Guard or Doctor and Shrink combo too, which wouldn’t give you the most efficient group of Alters. You may also skip the Miner if you don’t want to deal with his problems (and get the Worker as your fifth crew member), but whether that’s possible depends on your resource management.

The final Alter: Dealer’s choice!

In The Alters, once you’ve unlocked the core essential Alters like the Technician and Scientist, the final Alter is truly up to the player’s preference and playstyle. This “Dealer’s choice” gives you the freedom to tailor your crew based on your strategy, whether it’s focusing on resource gathering, combat abilities, or specialized support roles. Choosing this final Alter wisely can complement your established team and provide the edge needed to thrive in the challenging environment of the game. The flexibility at this stage allows for a personalized approach to unlocking the full potential of your base and surviving the alien world.

As for the sixth and final Alter, choose one who fits your current situation. The Worker is usually the best choice as you’ll have more and more crafting to do in mid- to late-game, and he can speed up the process. That said, if your crew suffers from injuries, especially if you’ve decided to keep the Miner, the Doctor may be a better option. If you’re dealing with rebellious crew members, either the Guard or the Shrink may help you out, but you typically don’t need both.

What is the most strategic sequence to unlock Alters in The Alters

The most strategic sequence to unlock Alters in The Alters starts with the Technician as your first Alter. This is essential because the Technician operates the Quantum Computer, which is necessary to print new Alters and maintain your base’s operations. Unlocking the Technician early ensures your base runs smoothly and allows expansion of your crew and productivity.

Next, you should unlock the Forager (Cook). This Alter secures a steady food supply, which is critical for sustaining both your main character and the growing number of Alters in your base, especially since food rations are rare in the field.

After these, consider unlocking Alters based on specific gameplay needs and their unique abilities-such as Scientist, Botanist, and others-to support research, resource gathering, and survival. Since you can only select six Alters out of nine, prioritize based on your strategy and play style.

This sequence-Technician first, then Forager, followed by carefully chosen specialized Alters-optimizes efficiency, sustenance, and progression early on, improving your chances of survival and success in the game.

Would you like a detailed breakdown of recommended next Alters after these two, or tips on how to manage the unlock process?

Which Alter provides the most critical support early in the game

The Technician provides the most critical support early in The Alters. This Alter is essential because he operates and maintains the Quantum Computer, which is necessary to print new Alters and keep your base functional. Without the Technician, your base’s systems will fail, and you won’t be able to progress effectively. The Technician is indispensable for rapid repairs and managing base maintenance, making him the foundational Alter for early survival and development.

Following the Technician, the Scientist is also important as he unlocks the Research Lab, enabling base upgrades and speeding up long-term progress, but the Technician remains the critical first pick for immediate survival and base functionality.

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Matthew Kelly

As a lifelong PC gamer, I'm a huge fan of detailed sci-fi epics like Mass Effect and Cyberpunk 2077, and I'll play just about anything from studios known for great world-building, like CD PROJEKT RED or Bethesda. My heroes in the industry are directo

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