Replaced: Chapter 2 Walkthrough – Station Hub, Tempest, Termites and Every Upgrade

Replaced: Chapter 2 Walkthrough – Station Hub, Tempest, Termites and Every Upgrade

FinalBoss·4/21/2026·10 min read

Game intel

REPLACED

View hub

Replaced is a 2.5D sci-fi retro-futuristic action platformer where you play as R.E.A.C.H. - an artificial intelligence trapped in a human body against its own…

Genre: Platform, Adventure, IndieRelease: 3/31/2026

Chapter 2 of REPLACED runs from your arrival outside the railway station to the moment you get in Tempest’s car to go after the Termites’ battery. Everything in between is a hub: David’s binocular questline, the Doctor’s Vacuum Regulator quest, Susan’s arcade cabinet, Yo-Yo’s lab, the power restoration that unlocks your second heart, and the Enhanced Pick-Axe in Tempest’s garage. Finishing it awards Machine Learning; finishing the Doctor’s quest awards Let There Be Blood.

This walkthrough covers the route, the named scans and upgrades with their numbers, and what the post-launch patches changed — including the collectible tracker in the level selector, which makes cleanup in this chapter far less painful than it was at launch. REPLACED released 14 April 2026 on PC and Xbox Series X|S, day one on Game Pass.

Chapter 2 at a glance

BeatReward
Talk to David outside the stationStarts the chapter’s longest questline
Ticket machine under the bridgeScan #13 Electronic Components (the rectifier)
Susan’s arcade — repair, then beat her high scoreImmune Modulator #1, Susan’s Binoculars (Scan #14)
Return binoculars to DavidAdvances his questline
Yo-Yo’s lab, ask about the RegulatorVacuum Regulator (Scan #24)
Return regulator to the DoctorRechargeable Ampoule #1, achievement Let There Be Blood
Restore power in the back areasEnables David’s procedure
Return to DavidHealth Increase 2 — second heart
Tempest’s garageEnhanced Pick-Axe, copy of Tempest’s map
Leave with TempestAchievement Machine Learning, chapter ends

Step 1 – Outside the station: David first

You arrive on the station exterior. David is near a telescope. Talk to him immediately and exhaust his dialogue — he sets up a quest involving a girl in the arcade and a set of binocular lenses, and that thread runs through most of the chapter and ends in a permanent health upgrade.

Skipping him does not lock anything out, but it forces a backtrack across the whole hub later. Do it now.

Before you head inside, find the ticket machine under the bridge and interact with it. That gives you Scan #13: Electronic Components, the rectifier Susan needs. Picking it up before you meet her saves a round trip.

Step 2 – The Matriarch and the station hall

Head into the central hall and speak to the Matriarch, the authority figure at the hub. This conversation locks in story progression and explains why R.E.A.C.H. is tolerated here. Nothing is missable in the exchange itself, but it is the gate that opens the rest of the hub to free exploration.

Clear the hub as a 2D loop

The station is two levels with a lot of doors. The method that stops you double-backing:

  1. Use the central hall as your anchor
  2. Clear the upper level first — walk all the way left, then all the way right, entering every door
  3. Repeat on the lower level

Interact with every scan icon on sight. Scans carry lore, genetic profile data and quest items, and several feed side content later. The bar, the arcade, the hospital and the back corridors are all worth a full sweep.

Named collectibles worth watching for

  • Cat #1 — in the bar area. Arguably the most important collectible in the game
  • Phoenix Corporation Origin — newspaper scan in the bar
  • Towers Brochure — in the passage to the left, near the urn
  • Old FSZF brochure — in the hospital
  • Burnt Letter and Personal Journal — corridor and workroom sections in the back areas
  • Scrap’s Diary — one of several lore notes scattered across the hub
  • Music tracks — at least one near the bar/arcade. Listen for a faint audio sting or look for a glowing cassette icon on benches and against walls

Step 3 – The Doctor and the hospital

Go far left from the station to reach the hospital. The Doctor asks for a Vacuum Regulator. You cannot get it yet — it comes from Yo-Yo — but take the quest now so the dialogue option exists when you reach the lab.

Step 4 – Susan’s arcade

Susan is underground in the arcade. Her cabinet is broken and she needs the electronic component you already grabbed from the ticket machine. Hand it over, and she asks you to beat her high score on the arcade mini-game.

Do it. Two rewards come out of this: Immune Modulator #1, and — when you pick “Binoculars” in the dialogue afterwards — Susan’s Binoculars (Scan #14). Take the binoculars back to David on the platform to push his questline forward.

Step 5 – Yo-Yo’s lab, the flashback, and the gun

From the central hall, head down the left-hand stairs into the industrial lower area. You will find Yo-Yo’s laboratory, with Tempest present.

Ask Yo-Yo about the gun. That dialogue choice triggers the chapter’s best sequence: a flashback at a console where you dig into Phoenix Corporation business. In it:

  • Search for anything related to Adrian
  • Read through Marsh’s emails
  • Piece together the reference to a “ghost in the machine” — a direct nod to R.E.A.C.H.’s own nature

It is not a hard puzzle, and it is easy to click through. Read it; the names come back in later chapters.

When the flashback ends, talk to Yo-Yo again and you get the gun. This is the moment the combat system flips on you. Treat the gun as a resource sink, not a primary weapon:

  • Fast melee hits build your energy meter
  • Spend the meter on gun shots to finish or control tougher enemies
  • Slide and dodge to keep the combo alive rather than backing off

Playing it like a shooter runs you dry at the worst moments. Three melee hits on the nearest enemy is usually enough to charge a shot. Against ranged enemies, dodge toward them, close the gap, melee to charge, then finish.

While you are down here, ask Yo-Yo about the Regulator after the main-story encounter — that gives you the Vacuum Regulator (Scan #24). Take it back to the Doctor for Rechargeable Ampoule #1 (your Med-Stim upgrade) and the Let There Be Blood achievement.

FinalBoss // Gear

Level up your setup

01Top-rated gaming headsetson Amazon02High-refresh gaming monitorson Amazon03Gaming chairson Amazon04Discounted game keyson Kinguin

Affiliate links · As an Amazon Associate, FinalBoss earns from qualifying purchases.

🎮
🚀

Want to Level Up Your Gaming?

Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.

Exclusive Bonus Content:

Ultimate Guide Strategy Guide + Weekly Pro Tips

Instant deliveryNo spam, unsubscribe anytime

Step 6 – Restore power, get the second heart

Progress deeper into the station’s restricted back corridors until you reach the generator and battery setups near the elevator areas. Interact to restore power.

With power on, return to David. He can now perform the procedure that grants Health Increase 2 — a second heart on your health bar. This is the single biggest permanent upgrade in the chapter, and it is the payoff for having talked to David the moment you arrived.

There is a scripted sequence in which David suffers retina burn, pushing you toward the old post office. It is not a choice point and you are not missing an alternative outcome.

With the second heart you can afford to play more aggressively in what follows, though clean play still beats trading hits.

Step 7 – Tempest’s room, the garage, and the Termites

Once the hub quests are done, doors near the broken truck and elevator area open and you meet Veronica. From there you reach Tempest’s room.

Sweep it before you talk to anyone: there are interactive points of interest and notes fleshing out his background, and you get a copy of Tempest’s map. In the garage, talking to Tempest gets you the Enhanced Pick-Axe — a real melee upgrade, and the reason the closing fight is manageable. Veronica and Excalibur add dialogue and context.

Tempest then lays out the plan: hit the Termites and take their battery.

Surviving the Termite fight

  • Lead with the Enhanced Pick-Axe. Its heavier hits build energy faster and stagger Termites more reliably than your old melee
  • Thin isolated enemies first. Termites are dangerous when they flank. If there is a gap on one side, roll through it and clear that group
  • Spend shots on interrupts. A long wind-up animation is a gun finisher’s cue — cutting it off is worth more than raw damage
  • Stay mobile. The game drops new enemies just off-screen here. Do not plant your feet for long combos

When you tell Tempest you are ready, you get in his car and leave. That ends Chapter 2 and awards Machine Learning.

Patch notes that affect this chapter

REPLACED has been patched several times since launch, and two changes matter directly for anyone doing a completion run:

  • Collectible tracking in the level selector. A major post-launch update added the ability to track collectibles when switching between chapters, alongside a letterbox toggle and dialogue skip. If you are cleaning up Chapter 2’s scans and music tracks, this is what you should be using rather than a manual checklist
  • Chapter Select fixes. Version 1.1.0.1 (PC, 2 May 2026) was a chapter-select hotfix, and a subsequent Xbox update fixed progression blockers plus the Chapter Select feature — if chapters appear missing, select one and return to the main menu to restore access to everything unlocked
  • Xbox Series S warning. At launch there was a Series-S-only memory hang between Chapters 4 and 5 in long single sessions, which could destroy saves. Sad Cat submitted a fix for certification on 15 April 2026. It is not something Chapter 2 triggers, but if you are on Series S and playing straight through, quitting to the dashboard between chapters is still cheap insurance. More detail in our Series S breakdown

Chapter 2 exit checklist

  • Talked to the Matriarch and cleared both station levels door by door
  • Scan #13 (Electronic Components), Scan #14 (Susan’s Binoculars), Scan #24 (Vacuum Regulator)
  • Cat #1 in the bar
  • Immune Modulator #1 from Susan’s high score
  • Rechargeable Ampoule #1 and Let There Be Blood from the Doctor
  • Power restored, Health Increase 2 from David
  • Enhanced Pick-Axe and Tempest’s map from the garage
  • Lore scans: Phoenix Corporation Origin, Towers Brochure, Old FSZF brochure, Burnt Letter, Personal Journal, Scrap’s Diary
  • Music tracks from the bar/arcade area

FAQ

What is actually missable in Chapter 2?

Very little is permanently lost, but the quest chains are sequential: no ticket-machine component means no arcade repair, no high score means no binoculars, no binoculars means David’s line stalls. Do them in order and nothing strands.

Can I return to the station hub later?

Chapter select lets you go back, and the post-launch collectible tracker shows what you are still missing per chapter — which is exactly why the tracker update matters more than any route guide.

Is the Immune Modulator from side rooms or from Susan?

From Susan, as the reward for beating her arcade high score after repairing the cabinet. It is not a floor pickup, which is why people who skip the mini-game never find it.

How long is Chapter 2?

Roughly two hours if you sweep both station levels properly and do David’s, Susan’s and the Doctor’s quests. Under an hour if you push the critical path, but you will leave the second heart behind.

Where to go next

Chapter 3 picks up straight from the car ride. The full chapter walkthrough index covers scans, music and upgrades across the whole game, and if you are still deciding whether to keep going, our Game Pass verdict is a fair read on where REPLACED lands. Everything else is on the REPLACED hub.

Was this guide helpful?

F
FinalBoss
Published 4/21/2026 · Updated 7/28/2026