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Your newly-formed team in The Alters finds themselves in a daunting and unsettling predicament that raises some deep questions about existence itself. Ensuring the base operates smoothly, while keeping everyone alive, hinges on maintaining morale amid seemingly insurmountable challenges and overwhelming despair. The resources you have are limited, but they should be adequate to complete the mission.
If you neglect the Alters’ emotional states, they might stop functioning or resort to more extreme means of getting their messages across. Here are some essential steps to prevent such unfortunate outcomes.
The Essentials
Alters’ emotions are not measured on a straightforward scale; instead, their feelings fluctuate based on experiences and interactions, leading to states like Joy, Motivation, Frustration, or Rebellion. The most prominent emotions—those experienced most frequently and recently—will greatly impact their overall mood. Since you can’t fully control how the Alters feel, your best strategy is to encourage positive emotions while steering clear of negative ones.
Daily Activities
The Alters’ daily routines significantly impact their moods. Going without meals or having to sleep on the floor will quickly irritate them, while overcoming challenges or saving Jan in the field can uplift their spirits. The most effective way to maintain morale is to ensure everyone has a bed and that at least one meal is available for all (including yourself) at the end of each day.
The Dormitory accommodates four Alters for sleep, while a Personal Cabin provides a bed and a mood boost for one individual. Since you can only manage a maximum of six Alters, having two Dormitories is slightly impractical.
When it comes to meals, basic Mush is acceptable. There’s no downside to feeding the Alters this bland option, but a proper Cooked Meal provides a small happiness boost to anyone who enjoys it.
Conversations
Your dialogues with the Alters will influence their moods based on your responses. It can be challenging to predict how various dialogue options will be received, and sometimes there simply aren’t any good choices. The optimal approach is to review each Alter’s biography in the Quantum Computer to grasp their personalities and values. Agreeable remarks and supportive decisions will leave them feeling good, while the opposite will have a negative impact.
Alters may also engage in conversations among themselves, which can sway their emotional states, either positively or negatively. Conflicts in personalities might arise, and you may be called upon to take a side.
Gifts
Search the planet for Cargo Pods containing Jan’s old belongings. When you find these, you can gift them to the Alters to boost their moods temporarily. Not all items can be given to everyone, so pay attention to item descriptions and each Alter’s biography. You can also look for a speech bubble above an Alter’s head, indicating that they can receive a new gift.
Entertainment
You can install several room modules in the base to provide entertainment for the Alters during their downtime, enhancing their mood without any direct action from you. Many of these spaces also offer options for your intervention, which yields a larger morale boost but takes more time.
Social Room
The Social Room is the best option overall for keeping morale high, featuring two ways to boost Alters’ spirits manually: beer pong and movie nights. Even in your absence, Alters can unwind here after work for an uplift, especially benefiting extroverted characters who enjoy socializing, like the Technician.
- Beer Pong allows you to spend an hour challenging one Alter. If you win, they gain Motivation; if you lose or opt for autoplay, they receive Joy.
- If you discover a movie during exploration, you can screen it for the entire crew. This takes three hours but provides a substantial morale boost, especially if it’s their first viewing. Keep in mind that Alters who are upset with you may refuse to join.
Gym
The Gym enables Alters to work out between shifts, slightly elevating their mood. Alters who enjoy exercise, like the Refiner, will benefit more from this space.
Park With Bench
If you locate the holoprojector in Act 2, you can create a calming park environment within the base for Alters to relax. It’s especially suited for those who appreciate tranquility, like the Scientist.
Contemplation Room
The Contemplation Room proves essential for Alters in particularly poor moods. If any are close to breaking down, assign them to a Contemplation Pod. This room accommodates up to two Alters; while receiving treatment, they won’t be able to work but will gradually acquire positive emotions, hopefully stabilizing them.
The Shrink or the Guard can oversee the Contemplation Room, facilitating quicker recovery for Alters in the pods—either option works equally well.
Injuries and Death
Alters working outside are always at risk of injury, particularly when their mood is low. If an Alter suffers an injury or radiation burn, they can only recover when resting inside the base. Continuing to work will worsen their condition and negatively impact their mood.
If an injured or burned Alter is forced to work, the injury could escalate into a serious predicament that could eventually lead to death if untreated in the Infirmary. Losing an Alter means you won’t regain their slot in the Quantum Computer, leaving you short-handed for the remainder of the game.
Placing an Alter in an Infirmary Bed accelerates recovery from injuries. If a Doctor supervises their care, they can regain health eight times faster. Certain injuries will occur as part of the storyline, so it’s wise to always have an Infirmary ready… just in case.