
Chapter 3 of Replaced, “The Lowest Low”, is where the game quietly stops holding your hand. After breezing through earlier chapters, I spent a solid evening stuck between the Termite Base lasers, the Prospero Mine puzzles, and the Uncle Ben fight. This walkthrough breaks down how I finally strung everything together: every route, every upgrade, and the key patterns that make the whole chapter click.
By the end of Chapter 3 you can walk away with:
If you tackle things methodically, this chapter takes about 60-90 minutes, longer if you insist on 100% scans like I did. I’ll walk it in the order the game presents, area by area, with the exact tricks I wish I’d known first run.
The chapter opens in the Termite Tunnels, trailing Tempest through cramped platforms and hostile workers. It’s your first real test of the pickaxe as a traversal and combat tool.
Once you’ve got the pickaxe, two things matter:
Don’t make my early mistake of trying to spam light attacks on every Termite; you’ll just bounce off and eat counter-hits. One clean heavy after a dodge is safer and faster.
Early in the tunnels, keep an eye on any terminals or glowing panels in the background. Whenever you see a prompt, interact to grab a scan. You’ll find some of the more personal logs here – including early references that lead into the Prospero incident later – so it’s worth a quick backtrack after platforming sections to check for missed devices.
Whenever you’re unsure if you grabbed everything, pause and check Pause → Database to confirm your scan count for the chapter so far.
The Termite Base is where I hit my first big wall. The sweeping light beams punish you hard for sloppy timing. This section is half-stealth, half-parkour.
This is the part where most people get frustrated. Here’s the pattern that finally made it consistent for me:
Two key scans live in this area:
Also, don’t leave the base before grabbing Health Increase 4. It’s usually found near a slightly off-the-path room marked by extra environmental detail (medical gear, equipment, or unusually lit alcoves). I missed it my first run and regretted it during the Uncle Ben fight – going back later was a pain.
Rule of thumb: if you just passed a nasty laser gauntlet, slow down and canvas the next safe area. Upgrades love to hide just after difficulty spikes.
The Prospero Mine is where Chapter 3 becomes a puzzle-platformer. The game layers fuel terminals, moving platforms, and crate pushing into one long sequence.

The core loop here goes like this:
The part that tripped me up was realizing that some platforms only move after you also push a crate into position to complete a circuit or create a climbable path. If a terminal is active but nothing seems different, backtrack slightly and look for a crate you can shove.
There’s also a nice perspective-shift drop where the camera pulls back. Don’t rush it; it hides a branch that leads to an upgrade.
In the mines, make sure you collect:
One of your Genetic Profiles is also found around this broader section of the chapter. Whenever you enter a room with a more ornate or highlighted device (different from normal scan consoles), check it – that’s your permanent upgrade station.
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The Water Station is shorter but denser: a mix of light combat, environmental navigation, and lore dumps that really sell how bad things are underground.
Your objective is to shut down the station’s operation. In practice, this means:
I found it easiest to think of it as a loop: whenever you hit a dead end, look for a height change – ladder, pipe, or scaffold – that takes you back over what you just shut down. The design tends to lock you forward once you’ve hit the required switches.
Make sure you hit the three big scans here:
They’re each on obvious consoles but easy to walk past during combat. After clearing a fight, I always did a quick lap of the room before moving on – that habit alone saved me from several missed logs.
The prize here is Kinetic Inductor 1. It’s tied to a distinctive device, not a normal scan console, and boosts your kinetic abilities. Think of it as setting you up for more aggressive play in the coming fights. Once I had this, I stopped hoarding abilities and started using them in almost every encounter, which made the rest of the chapter smoother.
This sequence is one of the most memorable in the chapter: you’re freeing slaves and guiding them out through ventilation using flares. It’s not mechanically hard once you understand it, but the game doesn’t over-explain what’s going on.
First, you’ll need a radio lock code to free the slaves. The digits are always provided in the environment – usually in a nearby note, terminal, or log conversation. Don’t try guessing the code; just scan everything in the area and you’ll find the reference.
Once you have it:
This is also where you’ll likely pick up scans like Incriminating Chat and Miner’s Last Hours, which give you a nasty peek into what’s been happening in the tunnels.
Once they’re loose, you guide them through ventilation shafts with flares. The rule is simple: wherever you place a flare, they’ll head toward that spot.
My mistake here was over-throwing flares and accidentally luring them right into trouble. Aim conservatively: shorter throws give you finer control. If you’re not sure what a path does, test it visually before committing a flare there.
The chapter culminates in a two-phase fight against Uncle Ben, the Termite leader. You’re hunting him for a battery upgrade to your gun, and the game makes you work for it.
Phase 1 is all about pattern recognition. Uncle Ben blends melee rushes with ranged attacks (depending on where you are in the arena). What finally worked for me:
Think of Phase 1 as rehearsal: you’re learning tells and timing that Phase 2 will speed up and complicate.
Once you push him into Phase 2, the fight becomes more aggressive. He may add new moves or layer existing ones together, and the arena often feels “smaller” as hazards or patterns close in.
When he finally drops, you earn that battery upgrade for your gun, which pays immediate dividends in the escape sequence that follows.
Defeating Uncle Ben triggers the base collapse – a classic “run for your life” sequence. It looks chaotic, but it’s mostly a forward-leaning platforming gauntlet:
Some of your last scans, including things like the Prospero Universal Keycard and the music track “Solving a Problem”, are picked up shortly before or after this story climax rather than mid-escape. Before you trigger the obvious “no going back” moments (long drops, big doors, or forced cutscenes), do one last sweep of any side corridors or visible terminals.
The second Genetic Profile is also typically in the late chapter stretch. Again, watch for any unique upgrade console – different from normal scan stations – and interact before moving on.