Alien Planet, The Alters Map

An interactive map for The Alters was created to aid players in navigating the hostile alien planet featured in the sci-fi survival game. Covering the prologue and all main Acts, it highlights key locations such as resource deposits (Metals, Organics, Minerals, Enriched Metals, Rapidium), collectibles (Personal Items & Movies), Interal Veins, Planetary Samples, Tasks, or hazardous areas like radiation zones and anomalies, as well as obstacles like climbing walls, energy gates, and rock blockades.

Markers on the map

Points of interest

Damaged Chips

Damaged Chips are collectible items found in small cargo containers you can find while exploring the planet's surface. These chips are crucial for upgrading the Quantum Computer, which unlocks additional Alter slots and new research options to enhance your base and gameplay.

Damaged Chip (Act 1)Next to a crashed cargo pod. When you approach it, you will receive a new task - "A Mysterious Device".
Damaged Chip (Act 2) #1In a white cargo box, on a small rise, near the Enriched Metals deposit.
Damaged Chip (Act 2) #2In a carbo box lying on the ground. Be careful, there is a pulsating anomaly close by.

Collectibles Containers

Collectibles are personal items found in suitcases or cargo drops across all maps. They're used as gifts to boost specific Alters' mood, improving productivity and loyalty.

Collectibles Container (Prologue) #1A red case containing a collectible item.
Collectibles Container (Prologue) #2A red case containing two collectible items.
Collectibles Container (Act 1) #1A red case containing two collectible items.
Collectibles Container (Act 1) #2A red case containing two collectible items.
Collectibles Container (Act 1) #3A red case containing a collectible item.
Collectibles Container (Act 2) #1A red case containing two collectible items.
Collectibles Container (Act 2) #2A red case containing a collectible item.
Collectibles Container (Act 2) #3A red case containing two collectible items.
Collectibles Container (Act 2) #4A red case containing two collectible items.
Collectibles Container (Act 3) #1A red case containing a collectible item.
Collectibles Container (Act 3) #2A red case containing a collectible item.
Collectibles Container (Act 3) #3A red case containing a collectible item.

Movies

The Movies are collectible items foud in red suitcases scattered across the alien planet. Watching movies in the Social Room provides a significant morale boost for all Alters who participate, improving their mood and productivity.

The History of the UniversePrologue. In a red suitcase located near the wrecked cargo pod. Description: Millenia after the fall of humankind, a father tells his son the history of the Universe.
Secret AlienAct 1. In a red suitcase located near the wrecked cargo pod. Description: A murderous alien hides among the crew of a space mission. Friendship will be put to the test.
People Who Always Finish Your SentencesAct 1. In a red suitcase located near the wrecked cargo pod. Description: Two pals keep finishing each other's sentences. But can they ever stop?
Future Ex-GirlfriendAct 2. In a red suitcase located near the wrecked cargo pod. Description: Jenna travels back from the future to make sure Phil saves humanity. Did she really have to bring a plus one, though?
Body SwapAct 2. On a higher level, in a red suitcase located near the wrecked cargo pod. Description: A witch performs a body swap on two guys to teach them a lesson.
Mind WipeAct 2. In the red suitcase you will find near the TUR vehicle. Description: Dave knows too much. A secret agent has to make sure he forgets his alien abduction.
Ask Me Something Only I Would KnowAct 3. In a red suitcase located near the wrecked cargo pod. Description: One of the two identical Peters is an impostor. Time to come up with some smart questions.
Aliens Have Finally RespondedAct 3. In a red suitcase lying among other containers in the rebels' base. Description: A group of scientists finally get their hands on a long-awaited message from Aliens.
Secret Message from EarthAct 3. You will receive this movie along with the last of eight other movies that you can find. Description: This movie was not approved by Ally Corp.

Interal Veins

Interal Veins are special environmental anomalies found on the alien planet, appearing as glowing green lights on the surface, often marked by a purple question mark on the map. They are critical for collecting Planetary Samples, a rare resource used to unlock advanced research projects in the Research Lab.

Interal Vein (Act 1) #1Related: Planetary Sample (Act 1) #1.
Interal Vein (Act 1) #2It will appear when the sun is dangerously close and the planet's activity increases. Related: Planetary Sample (Act 1) #2.
Interal Vein (Act 2) #1Related: Planetary Sample (Act 2) #1.
Interal Vein (Act 2) #2It will show up after the magnetic storm ends. Related: Planetary Sample (Act 2) #2.
Interal Vein (Act 2) #3It will show up after the magnetic storm ends. Related: Planetary Sample (Act 2) #3.
Interal Vein (Act 2) #4It will show up after the magnetic storm ends. Related: Planetary Sample (Act 2) #4.
Interal Vein (Act 2) #5It will appear when the sun is dangerously close and the planet's activity increases. Related: Planetary Sample (Act 2) #5.
Interal Vein (Act 3) #1Related: Planetary Sample (Act 3) #1.
Interal Vein (Act 3) #2Related: Planetary Sample (Act 3) #2.
Interal Vein (Act 3) #3It will show up after the magnetic storm ends. Related: Planetary Sample (Act 3) #3.

Planetary Samples

Planetary Samples are a rare and valuable resource used primarily for unlocking advanced research projects in the Research Lab. Planetary Samples are collected from special anomalies called Interal Veins, which appear as glowing green lights on the planet's surface, often marked by a purple question mark on the map.

Planetary Sample (Act 1) #1Related: Interal Vein (Act 1) #1.
Planetary Sample (Act 1) #2Related: Interal Vein (Act 1) #2.
Planetary Sample (Act 2) #1Related: Interal Vein (Act 2) #1.
Planetary Sample (Act 2) #2Related: Interal Vein (Act 2) #2.
Planetary Sample (Act 2) #3Related: Interal Vein (Act 2) #3.
Planetary Sample (Act 2) #4Related: Interal Vein (Act 2) #4.
Planetary Sample (Act 2) #5Related: Interal Vein (Act 2) #5.
Planetary Sample (Act 3) #1Related: Interal Vein (Act 3) #1.
Planetary Sample (Act 3) #2Related: Interal Vein (Act 3) #2.
Planetary Sample (Act 3) #3Related: Interal Vein (Act 3) #3.

Rapidium

Rapidium Deposits are rare resources in The Alters that appear as fuzzy, distorted areas. Rapidium is used for creating Alters, building Rapidium Arks, and minor Workshop crafting.

Metals

Metals Deposits are resource nodes used to gather Metals, a key resource for crafting items and building base modules.

Enriched Metals

Enriched Metals Deposits are a resource found in radiation-heavy deposits. They require a Mining Outpost and Pylons to extract from deep deposits, located by scanning for the deepest point with a Polygonal Scanner. Due to high radiation, mining increases radiation levels for Jan or assigned Alters, posing health risks. Enriched Metals are not directly usable but can be refined in the Refinery into equal parts Metals and Organics, making them valuable for crafting and base-building.

Organics

Organics Deposits are key resource nodes used to harvest Organics, a vital resource for crafting items, building specific base modules, and sustaining your Alters by producing food. Organics also serve as fuel to power the movement of your mobile base.

Minerals

Minerals Deposits are critical resource nodes used to harvest Minerals, an essential resource for crafting advanced items, constructing key base modules, and upgrading equipment.

Task Related

Various places or objects that are generally related to one of the tasks or other places of interest worth noting.

BeaconThe place where you need to place the beacon, which is one of the objectives of "The Way Back" mission.
Bridge Anchor #1One of the places where you need to place an anchor to build a bridge. Related task: The Path Ahead.
Bridge Anchor #2One of the places where you need to place an anchor to build a bridge. Related task: The Path Ahead.
Bridge Anchor #3One of the places where you need to place an anchor to build a bridge. Related task: The Path Ahead.
Bridge Anchor #4One of the places where you need to place an anchor to build a bridge. Related task: The Path Ahead.
Holo ChipIt's needed to create the Park with Bench base module.
Neutralizer Tower #1One of two places where you can set up Neutralizer Towers, which occurs at the end of the task "The Great Anomaly."
Neutralizer Tower #2One of two places where you can set up Neutralizer Towers, which occurs at the end of the task "The Great Anomaly."
Rebels' BaseFinding this base is one of the objectives of "The Aftermath" mission.
Scout BadgeThis item is meant to be given to the Worker as part of his storyline.
Source of Interference #1One of the sources of interference that you need to scan with the Luminator, which is one of the objectives of the "Sky's The Limit" task.
Source of Interference #2One of the sources of interference that you need to scan with the Luminator, which is one of the objectives of the "Sky's The Limit" task.
Source of Interference #3One of the sources of interference that you need to scan with the Luminator, which is one of the objectives of the "Sky's The Limit" task.
The Great AnomalyYou must investigate this anomaly by simply approaching it at the beginning of Act 2. This is the objective of the task "The Great Anomaly."
TUR VehicleOnce you find this vehicle, you will be able to talk to the Technician about it.
TUR Vehicle Tire TracksFinding these tracks is one of the objectives of "The Aftermath" mission.
Vantage PointReaching this location is one of the objectives of the "Find a Way Out" task.

Tasks

Tasks are objectives tracked in the Task Log within the game menu, split into Main Tasks and Side Tasks. Main Tasks are essential objectives that advance the core story and survival goals across the game's chapters, focusing on resource gathering, crafting, and base management to progress the narrative. Side Tasks are optional, often tied to specific Alters and their unique skills or needs, aimed at boosting morale or addressing personal requests to maintain team stability.

Is Anyone Home?This is the first task you will be given when you reach the mobile base for the first time during the prologue. Description: I have to find the Communication Room and call for help. The company might not know about the accident... or that someone survived...
Escape the SunPrevious task: Is Anyone Home? You will receive this task automatically when you contact Earth and receive information about an imminent danger you are facing. Description: I have to find the evacuation procedure and get the hell out of this place. If I don't get the base moving in time, I'll burn to death.
The FundamentalsParent task: Escape the Sun. This task will pop up in your log when you check the Manual for the evacuation procedure. Description: I won't survive long without some basic equipment. I need to craft a scanner to find resources, but I don't even have a Workshop...
Organics MatterParent task: Escape the Sun, Previous task: The Fundamentals. This task will be added to your task log when you craft a scanner. Description: I need a source of organics; otherwise, my supplies will quickly run dry. I have to find a good place for a mining outpost.
Rapidium DiscoveryThis task will pop up in your task log when you reach this location on the planet's surface. Description: If that's really Rapidium, this mission might not be doomed yet. I need to contact Earth and plan the next steps.
Making SurePrevious task: Rapidium Discovery. This task will be added to your task log once you report your discovery of Rapidium. Description: The corporation wants me to test the samples. I have a feeling they won't be of much help until I give prove to them that it's really Rapidium.
Provisions NeededParent task: Escape the Sun, Previous task: Organics Matter. You will receive this task when you gather the required amount of organics. Description: I need enough food to survive the journey. Which means I also need a Kitchen.
The EmergencyParent task: Escape the Sun, Previous task: Provisions Needed. This task will appear in the task log when you try to start the engines in the Command Center for the first time. Description: Something's wrong with the Machinery. I need to fix it.
The Emergency ContinuesParent task: Escape the Sun, Previous task: The Emergency. This task will appear in the task log when you try to start the engines in the Command Center for the second time. Description: Well, this didn't work. I should try again. If I can't fix it, maybe Ally Corp will help.
The Quantum ComputerParent task: Escape the Sun, Previous task: The Emergency Continues. This task will pop up in your task log when you try to start the engines twice and then contact Ally Corp. Description: According to my contact from Ally Corp, I'll find the answers in the Quantum Computer.
Is There No Choice?Optional. If, during task "The Quantum Computer," you access the quantum computer but do not start the cloning procedure and simply log out, this task will appear in the log. Description: This "Branching" thing sounds fishy. Maybe if I refuse to do it, Ally Corp will come up with another idea.
Common GroundPrevious task: Escape the Sun. You will receive this task when you wake up after successfully setting out on your first journey after completing the prologue. Description: We started off on the wrong foot. I should learn more about the Technician. Maybe we can still get along?
Radio SilenceParent task: Common Ground. You will receive this task after you talk to your alter ego during your first journey. Description: The Communication Room is broken. I need to find a way to fix it and restore communication with Earth.
Unknown CallerPrevious task: Common Ground. Description: An unknown caller is trying to make contact. I should check what they want.
Find a Way OutPrevious task: Unknown Caller. Description: The base is stuck. I have to get it moving again. There must be an alternative route.
Strange PhenomenaYou will receive this task when you encounter the first anomaly. Description: I encountered some strange distortions. I should learn more about their nature.
A Mysterious DeviceOptional. You will receive this task when you approach the first damaged chip. Description: I found a mysterious device outside the base. Maybe, with the help of the Technician, I could use it somewhere.
The Lava RiverPrevious task: Find a Way Out. Description: The lava river is a serious complication. I have to build a research lab and develop a plan for crossing it.
The Rapidium ArkYou will get this task once you speak with Maxwell. Description: It turns out we need Rapidium Arks to get Rapidium to Earth. It costs a lot of resources, but there's no other way.
The Path AheadPrevious task: The Lava River. Description: The Scientist has a plan. He says that if I get him bridge blueprints from the corporation, he will tell me how to build it. It's worth a try.
Time To UnwindPrevious task: The Path Ahead. You must complete this task during your second journey. Description: We deserve to take a break after moving the base. It looks like the Alters have something in mind.
The Great AnomalyPrevious task: Time To Unwind. Description: A huge anomaly is standing in our way. We need to get rid of it to continue our journey.
Something You Should KnowDescription: Everyone gathered in the Kitchen. What's going on?
The Value of LifePrevious task: Something You Should Know. Description: Molly passed away. We need to find out what happened to her...
Alter RebellionThis task will pop up in Act 2 at some point. Description: It seems that the Alters are unhappy with the way I'm running things. I'm worried the situation might get out of control.
Alter Rebellion5 days. Description: The Alters demand that I build an Infirmary. I should to do it before the situation escalates.
A Thread Of Hope - Tabula RasaPrevious task: The Value of Life. Description: Maxwell believes that we can use Rapidium to create an awareness-free body that would act as a brain cell donor. I need to work with the Scientist on confirming that theory...
A Thread Of Hope - A Second OpinionDescription: Maybe it's time to talk to Lena about our issue. She might come up with a better solution.
A Thread Of Hope - The Clock Is TickingPrevious tasks: A Thread Of Hope - Tabula Rasa / A Thread Of Hope - A Second Opinion. Description: I have two options on the table, but both could have serious consequences for my Alters. I don't think I can please everyone...
A Thread of Hope - Decision TimePrevious task: A Thread Of Hope - The Clock Is Ticking. Description: It's time to announce my decision to the crew.
Cleaning Up The MessPrevious task: The Great Anomaly. You will receive this task automatically after completing Act 2 and starting your third journey. Lesson learned: New Perspective. Description: It seems that a lot of bad things happened while I was unconscious. I need to straighten them out...
Notice The LightPrevious task: Cleaning Up The Mess. Description: There might be a light somewhere in the storm. I should try to follow it.
The Way BackPrevious task: Notice The Light. Description: We near the rendezvous point. I need to set up a beacon to let the rescue team know where to find us.
The AftermathThis task will begin when you talk to the Scientist after reaching Act 3. Description: A group of Alters decided to leave. I should find out what they're up to.
The Longest DayPrevious task: The Aftermath. Description: I gave the Rebels basic resources, but if they are to survive the sunrise, I need to connect their base to mine.
Sky's The LimitParent task: The Way Back. Description: The rescue signal from the beacon didn't go through. I need to figure out why.
Final PreparationsPrevious task: Sky's The Limit. Description: We need to prepare for the final showdown. What option should I choose? Maybe both?
The Rescue Team - The Safe WayParent task: Final Preparations. Description: We have to neutralize the armed unit that's coming for us. Using explosives seems to be our best option.
The Rescue Team - The Non-Violent WayParent task: Final Preparations. Description: We have to neutralize the armed unit that's coming for us. Using sleeping gas seems to be the best option.
"The Takeover - AutopilotParent task: Final Preparations. Description: We need a device that will let us take control of the rescue ship.
The Takeover - Let The RAT InParent task: Final Preparations. Description: We need a device that will let Lucas take control of the rescue ship.
Panic PrecautionsOptional. Description: One of my Alters is worried about microrapidium allegedly getting into our potable water. He even has a solution in mind. The thing is, I'm not sure microrapidium exists...
A Square MealOptional. To start this task, when you see the alters arguing about the quality of the food, take the technician's side. Description: My Alters demand a more diversified diet. I promised to get them more quality food.
Is One Enough?Previous task: The Rapidium Ark. Optional. Some time after building the rapidium ark, Lucas will call you and ask you to build another one.
Every One CountsOptional. Previous task: Three's A Pattern.
The Good HusbandOptional. Alter: The Botanist. Description: I don't know how to talk to my ex-wife. Maybe one of my Alters is better at that?
As Good As A FeastOptional. Alter: The Doctor. Description: The Doctor used to cook for big groups of people in need. He'd like to make a feast for the Alters to boost their morale.
The Wood And The SculptorOptional. Alter: The Miner. At a certain point in Act 3. Description: The Miner told me about his unexpected hobby - wood carving. He asked me to get him a chisel and something resembling wood.
The Miner Needs Help - Professional TherapyOptional. Alter: The Miner. Lesson learned: Vulnerability. Description: I'm worried about the Miner. He's taking risks and working too much. It's time to call in a shrink.
The Miner Issue - An Arm of His OwnOptional. Alter: The Miner. Description: The Miner needs both arms if we want to make it. We should try the serum.
The Miner's Issue - The Efficient ArmOptional. Alter: The Miner. Description: The Miner needs both arms if we want to make it. We should get him a prosthetic.
Keeping FitOptional. Alter: The Refiner. Description: The Refiner asked me for dumbbells. It seems that getting back in shape is important to him.
Focus TimeOptional. Alter: The Scientist. Description: The Scientist would like to get some time to recreate an important research from his past.
Productivity BoostOptional. Alter: The Scientist. At some point, the Scientist will want to talk to you, so do so. Lesson learned: Pragmatism. Description: The Scientist wants me to introduce crunch.
Special Kind Of SubstanceOptional. Alter: The Shrink. Lesson learned: Chill. Description: The Shrink is on the verge of a burnout. He claims that growing some mysterious plants would help him.
Green RefugeOptional. Alter: The Technician. Description: The Technician would like to spend some time in nature. I need to think of something.
A Place to RestOptional. Alter: The Technician. At some point the technician will want to talk to you so speak with him. Lesson learned: Assertiveness. Description: The Technician thinks we need some entertainment. He asked me to build a social room.
A Place to SleepOptional. Alter: The Technician. One day, a technician will want to talk to you. Description: The Technician asked for a Dormitory. I should build it if I don't want to anger him.
Three's A PatternOptional. After building the second ark, you'll get another call from Lucas, asking to build one more ark. Previous task: Is One Enough?
Uphold ProductionTalk to the Technician after the first magnetic storm ends. Description: The Technician told me about the Uphold Production function. I shoud check it out.

Climb Spots (Medium)

Climb Spots are specific locations on the game map where players can use the Climbing Hook to scale high walls or ledges. They require suit energy to climb. Upgrading the Climbing Hook reduces or eliminates energy costs for climbing.

Climb Spots (High)

Climb Spots are specific locations on the game map where players can use the Climbing Hook to scale high walls or ledges. They require suit energy to climb. Upgrading the Climbing Hook reduces or eliminates energy costs for climbing.

Rock Blockades

Rock Blockades are obstacles that block your path while exploring. To remove them, you need to craft a special tool - the Vertara Drill. For blockades located on top of the climbable ledges you must first find an alternate path to approach them from the correct side to use the drill effectively.

Energy Walls

Energy Walls are significant environmental obstacles encountered during exploration, particularly from Act 2 onward. They are large, anomalous structures marked by clusters of small levitating stones. They completely drain your suit's battery when you pass through them in either direction, but they do not cause radiation damage. These barriers also block pylon connections, preventing pylons on opposite sides from detecting each other.

Static Anomalies

Static Anomalies are common, stationary, teardrop-shaped spheres that irradiate Jan upon contact. Easy to avoid but can form walls in groups.

Following Anomalies

Following Anomalies move slowly toward Jan, with fast-moving cores. They deal significant radiation damage if they reach you.

Pulsating Anomalies

Pulsating Anomalies expand and contract rhythmically, with two cores. Cause heavy radiation damage if caught during expansion.

Time Anomalies

Time Anomalies are large areas with floating particles that speed up time, especially near the center. Not directly harmful but disrupt time-sensitive tasks.

Prism Anomalies

Prism Anomalies distort vision with multiple cores (usually three), causing disorientation. Often contain other anomalies.