Replaced: Chapter 2 Walkthrough – Station Hub, Tempest & Termites

Replaced: Chapter 2 Walkthrough – Station Hub, Tempest & Termites

FinalBoss·4/21/2026·11 min read
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Replaced — official cover and artwork

Why Chapter 2 Matters (and How This Walkthrough Helps)

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.

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Step 1 – Getting Oriented in the Railway Station Hub

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.

Meet David Outside the Station

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.

Enter the Station and Speak to the Matriarch

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.

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Step 2 – Scooping Up Early Collectibles and Side Content

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.

How I Systematically Cleared the Station

The breakthrough for me was treating the station like a 2D loop:

  • Start at the central hall as your mental anchor.
  • Clear the upper level first: walk all the way left, then all the way right, entering every door.
  • Then do the same on the lower level.

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.

Early Side Quests: David and the Doctor

As you sweep the area, keep an eye out for:

  • David’s follow-up objectives – he’ll eventually ask you to help with scans and a small mini-game. Each stage pushes his story and contributes to your later Health Increase 2 (the second heart on your health bar).
  • The Doctor – another NPC with a shorter, two-part quest. Completing it nets you items like the Rechargeable Ampoule and ties into your long-term survivability.

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.

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Step 3 – Meeting Tempest and Yo-Yo (and Triggering the Flashback)

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.

The Gun Conversation and Flashback Setup

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:

  • Search for anything related to Adrian.
  • Browse through Marsh’s emails.
  • Piece together mention of a “ghost in the machine” – which is basically a lore nod to R.E.A.C.H.’s own nature.

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.

Coming Back and Finally Getting the Gun

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:

  • Use fast melee hits to build your energy meter.
  • Spend that meter on powerful gun shots to finish or control tougher enemies.
  • Slide and dodge to maintain your combo without eating unnecessary hits.

Once you’re comfortable with that idea, the combat sections that follow become a lot smoother.

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Step 4 – New Combat Encounters and Health Upgrade Path

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.

Using the Gun Effectively

In the first few fights post-gun, I found the following rhythm most effective:

  • Open with a basic combo on the nearest melee enemy. Don’t overextend; three hits are usually enough to juice your meter.
  • If a ranged enemy appears, dodge towards them than away. Close the gap, melee to charge, then pop a gun finisher.
  • Save shots for enemies that:
    • Have shields or armour-like patterns
    • Stand in the back line and harass you
    • Threaten to break your rhythm with long wind-up attacks

The gun hits hard, so using it to delete the most annoying target is almost always better than spreading damage around.

Activating the Generator and Getting Health Increase 2

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:

  • Progress through the station’s back areas until you reach the generator setup.
  • Interact with the generator to restore power.
  • Return to David after this; he’ll now be able to perform the procedure that gives you Health Increase 2 (a second heart).

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.

Other Key Upgrades: Med-Stims and Immune Modulator

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.

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Step 5 – Tempest & Veronica’s Place, Enhanced Pick-Axe, and Termites

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.

Exploring Tempest’s Room and the Garage

When you reach their place, take a moment to check:

  • Tempest’s room – interactive items and notes that flesh out his background.
  • The garage – this is where you’ll interact with the car and various points of interest linked to later missions.
  • Veronica and Excalibur – they provide dialogue and character context; again, not mechanically vital, but it rounds out the narrative.

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 Car Mission and Hunting Termites for Their Battery

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:

  • Use the Enhanced Pick-Axe aggressively. Its stronger hits build your energy meter faster while staggering Termites more reliably.
  • Prioritise isolated enemies. Termites get nasty when they flank you from both sides. If you see a gap on one side of the screen, roll through and thin that group first.
  • Spend gun shots to interrupt. If a Termite is in a long wind-up animation that looks like a strong attack, a gun finisher can cut that off before it connects.
  • Stay mobile. Don’t plant your feet for long combos unless you’re sure nothing is spawning behind you. The game likes to drop new enemies just off-screen here.

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.

Step 6 – Quick Recap and What You Should Leave Chapter 2 With

By the time you see the Chapter 2 wrap-up, you should have accomplished the following if you followed this walkthrough closely:

  • Explored the station hub thoroughly:
    • Talked to the Matriarch
    • Met David and started his multi-part quest
    • Collected several scans, notes, and early music tracks
  • Met Tempest and Yo-Yo:
    • Triggered the gun conversation and flashback
    • Searched Adrian’s data and Marsh’s emails
    • Understood the “ghost in the machine” reference
  • Unlocked and learned the gun/energy combat loop:
    • Melee to build meter, gun shots as finishers and interrupts
  • Activated the generator and:
    • Returned to David for Health Increase 2
    • Advanced the story toward the old post office
  • Completed key side content:
    • David’s quest stages
    • The Doctor’s two-part quest for items like the Rechargeable Ampoule
    • Picked up upgrades such as Immune Modulator and extra Med-Stims
  • Visited Tempest and Veronica’s place:
    • Explored Tempest’s room and the garage
    • Obtained the Enhanced Pick-Axe
    • Finished the Termite hunt and secured the car battery

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.

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FinalBoss
Published 4/21/2026 · Updated 4/21/2026
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