
Chapter 1 of Replaced is the only time the game stops to teach you, and it does it while pretending to be a cinematic action set-piece. Miss what it is quietly drilling here and the later chapters punish you for it.
Chapter 1 is a systems tutorial disguised as an opening. Locking these in early makes every later segment safer.
Replaced has a deliberately simple movement set, but the long jump is the input people get wrong:
You need the running long jump for several gaps in this chapter, so start carrying speed into your jumps the moment you gain control.
Termite Camp is where the game checks whether you understand melee:
Treat every early fight as a timing exercise. Do not mash. Identify the pre-attack animation, then test how late you can safely dodge or counter. The chapter’s fights become routine once you feel the window.
Chapter 1 holds 10 scans, one music track, and one health upgrade — all reachable on a first playthrough. The practical rule:
The opening puts you in control of Warren Marsh’s body with the AI R.E.A.C.H. at the wheel, inside a collapsing laboratory. Move forward with minimal hesitation while you learn how the environment behaves under stress.
You can see police violence playing out below as environmental storytelling. There are no real fail-state fights here; the only hazard is misreading a jump during a timed collapse. When unsure, line up at the absolute edge before jumping — a habit that pays off in later platforming.

After the lab, Warren wakes in the sewers. This is where the game slows down and teaches its baseline control scheme — and where you grab your first collectible.
The “Lab Rat” music track is collected during this sewer corridor — tucked beneath a dimly lit light, just before you climb out of the sewers. Grab it before you exit; you do not return here.
Leaving the sewers transitions you to the forested Outskirts beyond Phoenix City’s walls.
The stretch between the sewers and the city is a controlled space to reinforce movement before combat becomes central.
By the time you reach the outskirts of Phoenix City you should be comfortable carrying speed into your jumps and reading the environment for climbable geometry. That is the intended prep for the first serious fight: Termite Camp.
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Termite Camp is the first place mistakes get punished consistently. You face groups, and the game assumes you understand dodging and basic combo structure.
Most basic Termite enemies share one pattern:
Treat the telegraph as your cue. Wait for the wind-up, then either:
This stretch holds several of the chapter’s scans. After clearing each fight, sweep the edges before exiting:
Check behind crates, makeshift walls, and tents — the designers tuck lore into the quiet corners. Grab these now; later access to the camp is limited.
After the open aggression of Termite Camp, the South Labor District shifts to stealth. Direct confrontation is rarely optimal here; being spotted usually drags you into messy fights with bad sightlines.
Chapter 1 contains exactly one health upgrade — Genetic Profile #1 — and it is here, not in Termite Camp. After you drop down into the district past the first stealth section, take the path to the left to pick it up. This is the only permanent stat gain in the chapter, so do not skip it.
Stay stealthed first, then sweep the small offshoots once patrols move away.
The chapter ends with a sniper-evasion run into the Laboratory’s archive, then your first proper meeting with Tempest.
Before the interior, you cross a section under a Termite sniper and a sweeping red spotlight. Move cover-to-cover; if the light catches you in the open, you get shot. The mechanics:
Inside the Laboratory’s archive, two final scans sit together as you head upstairs:
That is all 10 scans for the chapter.
Your first encounter with Tempest is primarily narrative and closes out Non-Standard Task. There is little mechanical challenge here — pay attention to the dialogue, which sets up threads that pay off in Chapter 2.
Carry your run speed into every long jump, treat combat as a timing read instead of a button mash, and sweep each area’s edges before you leave. Follow the fixed route — lab escape → sewers → Outskirts → Termite Camp → South Labor District → Library archive — and you finish Chapter 1 with all 10 scans, the lone health upgrade, and the “Lab Rat” track, plus the fundamentals that carry straight into Chapter 3’s scans, upgrades, and boss.