

Chapter 2 of Replaced is where the game opens up for the first time. After spending a few hours fumbling around the railway station, missing side quests, and backtracking for collectibles, I realised this chapter is essentially your first semi-hub: it teaches you how exploration, side content, and combat upgrades all connect.
This walkthrough takes you through Chapter 2 from your arrival at the station all the way to the Termite assault at the end. I’ll flag where you can safely explore, how to handle the new gun/energy mechanics, and how to grab key upgrades like Health Increase 2, Immune Modulator, and the Enhanced Pick-Axe without wandering in circles.

Chapter 2 drops you at the outskirts of the railway station, which becomes a small hub area. Before you rush forward, it’s worth taking five to ten minutes to understand the layout; it saves a lot of double-backing later when quests start sending you around.
As you approach the station entrance, you’ll run into David. Talk to him immediately. This starts his multi-part questline that runs through most of the chapter and ultimately gives you a significant health upgrade and some lore flavor.
At this point he mainly talks about scans and medical work. Just exhaust his dialogue for now; later he’ll ask you to help with specific tasks and mini-games. The important thing is: do not ignore David. If you skip him, you’ll have to backtrack here after triggering other events, which is exactly how I lost time in my first run.
Head inside the main hall of the station. This area branches into staircases, hallways, and smaller rooms, but for now follow the obvious path into the central hall and talk to the Matriarch (the central authority figure here).
This conversation locks in your story progression and gives context for why R.E.A.C.H. is hanging around this place. Nothing here is missable, but once this is done you’ll be free to wander and start scooping up collectibles: notes, genetic profiles, and music tracks hidden in the side rooms and corridors.
Chapter 2 is where the game quietly teaches you that exploring is worth it. There are around a dozen scans, multiple lore notes, music tracks, and a couple of cats in this chapter if you’re going for high completion.
The breakthrough for me was treating the station like a 2D loop:
Whenever you see an interactable scan icon, use it immediately. Scans often hide lore, genetic profile data, or small rewards that tie into side quests later. A couple of early music tracks are also tucked in corners on benches and against walls – if you hear a faint audio sting or see a glowing cassette icon, check it.
I recommend doing this exploration pass before you head too far down the left-hand staircases, because that’s where you’ll eventually find Tempest and Yo-Yo and push the main story forward.
As you sweep the area, keep an eye out for:
I suggest taking any opportunity to complete these as soon as they become available instead of leaving them hanging. On my first pass I advanced the main story too fast and had to run back through partly empty corridors just to finish side dialogue chains.

Once you’ve had your fill of poking around the upper station, it’s time to push the story. From the central hall, head down the left-hand stairs. This leads to a more industrial-feeling lower area where you’ll eventually meet Tempest and Yo-Yo.
Approach Yo-Yo and talk to her explicitly about the gun. This dialogue choice is what triggers one of the most important sequences in the chapter: a flashback where you’re digging into Phoenix Corporation business, Adrian’s information, and Marsh’s emails.
In the flashback, you’ll be at a console, and your goal is to:
This isn’t a hard puzzle, but it’s easy to rush through the screens and miss the context. Take a moment to read; it pays off in later chapters when names and terms start coming back.
When the flashback ends, talk to Yo-Yo again. Now she follows through, and you finally get the gun. The game uses this moment to quietly flip the combat system on you: from here on, it’s all about melee building energy that you then cash out in gun finishers.
Think of your gun as a resource sink, not a main weapon. I kept trying to play it like a regular shooter at first and constantly ran dry at bad moments. The reliable loop is:
Once you’re comfortable with that idea, the combat sections that follow become a lot smoother.
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After the flashback and the gun hand-off, you’ll start facing more involved combat scenarios. This is also where your decisions about upgrades and side quests begin to matter.
In the first few fights post-gun, I found the following rhythm most effective:
The gun hits hard, so using it to delete the most annoying target is almost always better than spreading damage around.
One of the key objectives in the mid-section of this chapter is activating a generator. This is tied directly to your big health upgrade with David.
The flow looks like this:
There is a short sequence where David suffers retina burn, which acts as a narrative push sending you toward the old post office. Don’t worry – it’s scripted, and you’re not missing out on an alternate choice here as far as the current version of the game goes.
By this point, with the second heart, you can afford to be slightly more aggressive in combat. I still recommend playing clean, but this extra buffer means a stray hit or two won’t instantly ruin a fight.
Running the Doctor’s tasks and poking around side rooms yields items like Med-Stims and an Immune Modulator. These aren’t flashy, but they matter on higher difficulties or if you’re still learning dodge timings.
My general rule was: if an NPC hints at needing help or mentions experiments, do their quest immediately. Replaced tends to tie these directly to stat or healing improvements, and Chapter 2 is where that pattern becomes obvious.

After the generator and post office sequence, the chapter shifts again toward Tempest’s world. You’ll eventually end up at Tempest and Veronica’s place, which doubles as a story beat and another small exploration pocket.
When you reach their place, take a moment to check:
You’ll also get the Enhanced Pick-Axe here, which is effectively a significant melee upgrade. The difference in damage and feel is noticeable, especially when you turn to the chapter’s final big combat sequence: the Termite assault.
The last segment of Chapter 2 focuses on acquiring a battery from Termites – dangerous mechanical enemies. You’ll launch into this via a car-related mission from Tempest’s garage.
Here’s what helped me survive this section on my first serious attempt:
This sequence culminates in securing the battery you need, effectively closing out Chapter 2’s major objectives. Once the Termite threat is handled and the car objective is aligned, you’re funneled toward the chapter’s endpoint and into Chapter 3.
By the time you see the Chapter 2 wrap-up, you should have accomplished the following if you followed this walkthrough closely:
If you walk out of Chapter 2 with the second heart, a good grasp of the gun-as-resource combat, and most of the obvious scans and notes, you’re in a strong position for what the game throws at you next. Chapter 2 is the point where Replaced stops being a straight corridor and starts rewarding players who explore, listen, and experiment; mastering that mindset here makes the rest of the game feel much more natural.