The Alters Last Variable: the best Alters to unlock first
Credit: 11bits studios
Tips

The Alters Last Variable: the best Alters to unlock first

Alexandre Alexandre Jollier
Follow us on

In brief

In The Alters Last Variable, your first two Alter slots are precious. The Geologist and the Biologist stand out as absolute priorities: the former boosts mining extraction by 50% and speeds up critical research (Phased Rapidium, Base Extension 2, Cheaper Climbing), while the latter secures your progress by unlocking Terraformer and Rapid Manufacturing while boosting the Greenhouse.

In the Last Variable DLC for The Alters, you start with only two slots in the quantum computer. Each Alter created costs Rapidium and takes up one of these slots - which means your choice of your first two Alters really matters. Here's which ones to prioritize so you don't waste time right from act 1.

The Geologist: your first priority, no question

The Geologist is the Alter to unlock first of all. His mining specialty lets him extract metals with 50% extra efficiency - and early in the game, metal is the resource you need most to build new modules and craft your basic equipment.

But what really makes the Geologist valuable is his access to research nodes. Every Alter can contribute to research, but some complete certain nodes much faster than others. The Geologist excels at several critical early-game research items:

  • Phased Rapidium - the main campaign objective, unlocks many other research branches
  • Base Extension 2 - essential for expanding your facility
  • Metal efficiency - saves you resources on every craft
  • Advanced Metal Outposts and Advanced Enriched Metal Outposts - scales up your extraction
  • Cheaper Climbing - halves energy consumption when climbing

This last one deserves special attention. Climbing up to the Oasis from the big cliff costs 6 energy bars. With the Cheaper Climbing skill, that drops to 3. You can build fast-travel pylons in certain spots, but the map is full of climbing points - saving energy every time gives you more room to explore.

Jan the Geologist

On the module side, the Geologist is also useful in the Contemplation Room - he helps other Alters recover faster. This module shows up late in the game, so it's a benefit worth keeping in mind for later, not a reason to pick the Geologist first. His real value lies in mining efficiency and accelerated research in the early hours.

The Biologist: your second pick, by a wide margin

Once the Geologist has been created, the Biologist becomes your number two priority. He covers two areas: research and base management.

On research, he notably speeds up:

  • Terraformer - the campaign objective that directly follows Phased Rapidium
  • Quick Crafting - lets you craft Suit Batteries, Drilling Charges, and Suit Recharges while out in the field

Quick Crafting really changes the way you explore. No longer having to head back to base to recharge your tools or shield saves you a massive amount of time - especially in a game where distances and energy management are constantly under pressure.

Jan the Biologist

On base management, the Biologist shines in two modules:

  • Greenhouse: when assigned here, he works twice as fast as any other Alter. A greenhouse running at full capacity means less organic matter spent on food - a resource you'll want to save for other things.
  • Infirmary: he heals injured Alters 8 times faster. This benefit will mostly matter in the mid-game, once you have the resources to build the module, but it's an investment that pays off in the long run.

The order that maximizes your progress

In practical terms, here's how to approach your first Alter choices in Last Variable:

  1. Grab Rapidium as soon as possible - the resource is far from your starting base (check out our dedicated article).
  2. Create the Geologist first. Assign him immediately to metal extraction, and set him to work on Phased Rapidium research.
  3. As soon as you have a second slot available, create the Biologist. Put him on the greenhouse to secure your food supply, and set him to work on Terraformer, then Quick Crafting.

These two Alters cover the early-game essentials - resources, food, exploration mobility, and unlocking main objectives - without you having to juggle conflicting priorities. Everything else will fall into place naturally once the first research nodes are completed.

Share this article

Have you tried a different starting lineup, or do you stick with the two essentials?

Frequently asked questions

Why the Geologist before all others?
Because metal is your critical resource from act 1 onward for building modules and equipment. The Geologist's +50% mining efficiency speeds everything up, and their research bonuses (Phased Rapidium, Base Extension 2, Cheaper Climbing) unlock the game's essential branches.
What's the point of the Cheaper Climbing research?
It halves energy consumption while climbing. Climbing up to the Oasis from the big cliff goes from 6 energy bars to 3. Since the map is full of climbing points, every bit saved counts toward your exploration margin.
Why the Biologist second and not another Alter?
The Biologist covers two crucial areas: research (Terraformer, Rapid Manufacturing) and base management (Greenhouse running 2× faster). Rapid Manufacturing especially changes the game — crafting your Batteries and Recharges on-site eliminates empty trips back to base.
Should you always assign the Biologist to the Greenhouse?
As a priority, yes, especially early on. A Greenhouse at maximum output saves organic matter you'll want to spend elsewhere. The Infirmary comes later and becomes relevant in the mid-game once your Alters start taking damage.
What to do after creating the Geologist and the Biologist?
Let them finish their priority research (Phased Rapidium, Terraformer, Rapid Manufacturing). The rest of the Alters and research will follow naturally once these nodes are completed — no need to juggle conflicting priorities.

Key takeaways

  • The Geologist is non-negotiable as your first pick: +50% mining efficiency and access to the research that unlocks the rest of the game.
  • The Biologist pairs perfectly as your second pick: Terraformer and Rapid Manufacturing transform your exploration and energy independence.
  • The Geologist's Cheaper Climbing research halves energy consumption while climbing — a massive gain on the map.
  • The Greenhouse with the Biologist runs twice as fast, freeing up organic matter for other priorities.
  • These two Alters cover resources, food, and mobility without conflicts: everything else follows naturally.

Comments

No comments yet. Be the first to react!

Leave a comment

Latest articles