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The Alters Research Guide | Unlock New Tech

Anomaly Shield +1 Exploration 2 6:00 0 Anomaly Shield +1 +1 Charge to Anomaly Shield, which blocks a single Anomaly attack  Anomaly Shield +1 (Second Upgrade) Exploration 3 6:00 0 Anomaly Shield +1 +1 Charge to Anomaly Shield, which blocks a single Anomaly attack Anomaly Shield +1 (Third Upgrade) Exploration 4 6:00 0 Suit Upgrade II +1 Charge to Anomaly Shield, which blocks a single Anomaly attack Cheaper Batteries Exploration 1 10:00 0 N/A Suit Batteries cost 50% less Organics. Cheaper Climbing Exploration 2 10:00 0 Cheaper Batteries Reduces Energy cost for medium and high climbs by 50% Energy Gates Inversion Exploration 4 6:00 0 Suit Upgrade II Allows you to reverse an Energy Gate’s polarity by hitting it with the Luminator, after which an Energy Gate will refill your Suit Battery. Free Climbing Exploration 4 6:00 0 Cheaper Climbing or Suit Upgrade II Climbing medium and high cliffs now costs 0 Energy. Hook Upgrade Exploration 1 4:00 0 Interact with a tall cliff in Act 2 Allows you to climb taller cliffs Hub Pylon Exploration 2 10:00 0 N/A Unlocks the Hub Pylon with greater range than Standard Pylon Luminator Density I Exploration 2 6:00 0 Suit Upgrade I 25% quicker anomaly neutralization Luminator Density II Exploration 3 6:00 0 Luminator Density I 100% quicker anomaly neutralization Luminator Range I Exploration 2 6:00 0 Suit Upgrade I 25% increased maximum Luminator range Luminator Range II Exploration 3 6:00 0 Luminator Range I 30% increased maximum Luminator range Probes Upgrade I Exploration 2 10:00 0 N/A Increases the number of scanner probes to 8, and increases connection range Probes Upgrade II Exploration 3 10:00 0 Probes Upgrade I Increases the number of Scanner Probes to 10, even longer connection range Quick Crafting Exploration 2 6:00 0 Suit Upgrade I Allows crafting of Drill Charges, Suit Batteries, and Shield Recharges outside of the Base Suit Upgrade I Exploration 2 6:00 1 Craft the Luminator Increases Suit Battery to 8, Radiation Resistance +20% Suit Upgrade II Exploration 3 6:00 2 Suit Upgrade I Increases Suit Battery to 10, Radiation Resistance +50% Adv. Enriched Metals Outpost Economy 2 6:00 1 Enriched Metals Efficiency I Unlocks an advanced Enriched Metals Mining Outpost that is 30% faster than a basic one. Adv. Metals Outpost Economy 2 6:00 1 Metals Efficiency I Unlocks an advanced Metals Mining Outpost that is 30% faster than a basic one. Adv. Non-Metals Outpost Economy 2 6:00 1 Non-Metals Efficiency I Unlocks an advanced Non-Metals Mining Outpost for mining Rapidium, Organics, and Minerals that is 40% faster than a basic one. ALX Conversion Efficiency Economy 4 6:00 1 ALX-Organics Conversion Reduces the amount of ALX needed for conversion. ALX-Metals Conversion Economy 3 6:00 0 ALX-Organics Conversion Allows converting ALX to Metals at the Refinery. ALX-Minerals Conversion Economy 3 6:00 1 ALX-Organics Conversion Allows converting ALX to Minerals at the Refinery. ALX-Organics Conversion Economy 2 6:00 0 N/A Allows converting ALX to Organics at the Refinery. Automatic Outpost Economy 3 6:00 1 Adv. Enriched Metals Outpost Unlocks Automatic Mining OUtposts that don’t require an operator. One workday of an Automatic Outpost equals 7 hours of human work on a basic outpost. Enriched Metals Efficiency I Economy 1 6:00 0 N/A Mining and refining Enriched Metals is 15% faster. Enriched Metals Efficiency II Economy 3 6:00 0 Adv. Enriched Metals Outpost Mining and refining Enriched Metals is 15% faster. Enriched Metals Efficiency III Economy 3 6:00 0 Enriched Metals Efficiency II Mining and refining Enriched Metals is 15% faster. Enriched Metals Efficiency IV Economy 4 6:00 1 Enriched Metals Efficiency III Mining and refining Enriched Metals is 25% faster. Metals Efficiency I Economy 1 6:00 0 N/A Mining Metals is 15% faster. Metals Efficiency II Economy 3 6:00 0 Adv. Metals Outpost Mining Metals is 15% faster. Metals Efficiency III Economy 3 6:00 0 Metals Efficiency II Mining Metals is 15% faster. Metals Efficiency IV Economy 4 6:00 1 Metals Efficiency III Mining Metals is 25% faster. Non-Metals Efficiency I Economy 1 6:00 0 N/A Mining Minerals, Rapidium, and Organics is 15% faster. Non-Metals Efficiency II Economy 2 6:00 0 Adv. Non-Metals Outpost Mining Minerals, Rapidium, and Organics is 15% faster. Base Expansion II Base 2 14:00 0 N/A Increases the size of the Base Base Expansion III Base 3 14:00 0 Base Expansion II Further expands the size of the Base Base Expansion IV Base 4 14:00 0 Base Expansion III Allows the expansion of the Base to its maximum size. Base Maintenance Workplace Base 1 10:00 0 N/A Unlocks a second workplace in the Base Maintenance module. Contemplation Room Base 2 6:00 0 Base Expansion II Allows the Alters to meditate, or get help from the Shrink or the Guard Efficient Food Base 3 6:00 0 Base Expansion III Raw food packages (x10) are produced 25% faster. Food Farm Base 3 6:00 1 Efficient Food Unlocks food farms, which can be placed anywhere on an Organics area to automatically create 3 Raw Food per day. Food Farm Efficiency Base 3 6:00 1 Food Farm Increases the efficiency of Food Farms to 6 Raw Food per day. Gym Base 2 6:00 0 Base Expansion II Allows the Alters to exercise Magnetic Storm Analysis Base 2 6:00 0 Experience your first Magnetic Storm Allows you to predict magnetic storms? Medium Storage Base 2 6:00 0 Base Expansion II Unlocks the Medium Storage module with a capacity of 300 Module Shields I Base 3 6:00 1 Base Expansion III Unlocks a Module Shield that slows the deterioration rate of a module by 50%, granting a longer time without repairs. A shielded module also has a bigger chance of not getting damaged during a Magnetic Storm. Module Shields II Base 4 6:00 1 Module Shields I Unlocks better, more durable Module Shields. A module with a T2 Shield doesn’t break and never gets damaged during a Magnetic Storm. Park with Bench Base N/A 10:00 0 Find the Holo Chip in Act 2 Allows you to build a Park with Bench, providing your Alters another place to relax. Personal Cabin Base 3 6:00 0 Base Expansion III Unlocks a Personal Cabin where one Alter can sleep. Privacy has a positive effect on the Alters’ moods. Radiation Repulsor Base 2 6:00 1 Collect a Planetary Sample for the first time Allows you to build Radiation Repulsors, which can reduce or totally neutralize radiation in the Base. Recycler Base 1 10:00 0 N/A Unlocks the Recycler Module, which produces 5 Organics per person each day. Ark Sarcophagus Mission N/A 4:00 0 Reach the end of Act 3 Allows you to smuggle your Alters to Earth Autopilot Device Mission N/A 4:00 0 Reach the end of Act 3 Allows you to fly back to Earth on a different path for one of the endings. Beacon Blockade Mission N/A 10:00 0 Attempt to activate the Beacon in Act 3 Progresses the story in Act 3 Bridge Anchor Mission N/A 10:00 0 Research “Crossing the Lava River,” speak with Jan Scientist, get the Blueprints from Maxwell, and speak with Jan Scientist again Allows you to proceed to Act 2 by bridging the gap over the lava river. Crossing the Lava River Mission N/A 10:00 0 Investigate the Lava River in Act 1 Look into possible ways of getting the base to the other side of the lava river. Filtering Jelly Mission N/A 6:00 0 Talk with the Alters about the state of the water ? Interal Analysis Tool Mission N/A 4:00 0 Encountering three different Anomaly types in Act 1 by heading to the opposite side of the lava river, then  Allows you to destroy Anomalies Materializer Module Mission N/A 10:00 0 Research the Beacon Blockade Progresses the story in Act 3 by allowing you to climb the Interal Tree Neutralizer Towers Mission N/A 10:00 0 Place the Gravity Sensor in one of its locations in Act 2 Allows you to destroy the anomaly blocking your progress in Act 2. Private Research Mission N/A 24:00 0 Speak with Jan Scientist about his legacy in Act 2 Boosts the mood of Jan Scientist. Prosthetic Arm Mission N/A 4:00 0 Jan Miner cuts off his arm, talk with Jan Scientist afterward Unlocks a Prosthetic Arm for the Miner. QC Hacking Mission N/A 10:00 0 Speak with Lucas and then Maxwell about the health of the Alters in Act 2 Allows the creation of the Tabula Rasa in order to heal your Alters in Act 2. Serum Mission N/A 10:00 0 Jan Miner cuts off his arm, talk with Jan Technician afterward. Unlocks a serum that regrows Jan Miner’s arm. Sheep Autopsy Mission N/A 6:00 0 Molly the Sheep dies Finds out the cause of Molly’s death Suit Mask Upgrade Mission N/A 4:00 0 Read the end of Act 3 Allows you to survive the gas used in one of the endings.

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