Replaced: Chapter 3 Walkthrough – All Scans, Upgrades & Boss Tips

Replaced: Chapter 3 Walkthrough – All Scans, Upgrades & Boss Tips

FinalBoss·4/21/2026·11 min read
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Why Chapter 3 Feels Like a Wall (and How to Break Through It)

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:

  • All 14 scans, including things like the Prospero Information Board, Termite’s Diary, and Prospero Universal Keycard
  • 2 Genetic Profiles (for permanent boosts)
  • Health Increase 3 and Health Increase 4
  • Kinetic Inductor 1 and a battery upgrade for your gun from Uncle Ben
  • The music track “Solving a Problem”

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.

Termite Tunnels – Following Tempest and Learning the Pickaxe

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.

Key Mechanics and Enemies

Once you’ve got the pickaxe, two things matter:

  • Vertical gaps: Look for rough rock faces and marked ledges. Jump towards them and use your interact/attack button to latch on and climb. I used the pickaxe like a double-jump extender – jump, then latch, then jump again if there’s a second ledge.
  • Armored Termites: These guys are your wake-up call. Their armor will block your light attacks. What worked for me was:
    • Dodge behind them when they wind up
    • Use a heavy attack (hold attack) to shatter the armor
    • Then chain light attacks or a gun shot to finish

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.

Scans and Collectibles

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.

Termite Base – Lasers, Shadow Routes, and Health Increase 4

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.

How to Handle the Light Beams

This is the part where most people get frustrated. Here’s the pattern that finally made it consistent for me:

  • Stay on walls and pipes whenever possible: If there’s a high route, it’s usually safer than sticking to the floor.
  • Watch the beam sweeps for a full cycle before you commit. I spent a few deaths just standing still and learning the timing – worth it.
  • Move with the beam, not against it: If a light is sweeping left, start on its right side and follow just behind its path.
  • Abort if the timing feels off: Drop back to the previous safe ledge rather than gambling. One reset is faster than a full reload.

Important Scans and Upgrade

Two key scans live in this area:

  • Prospero Information Board – usually in a more public-facing part of the base, near signage and terminals about the mining operation.
  • Ironwood’s Interview – on a console a bit off the main path; check side rooms just beyond major laser sections.

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.

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Prospero Mine – Fuel Puzzles, Crates, and Health Increase 3

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.

Fuel Terminals and Red Platforms

The core loop here goes like this:

  • Reach a fuel terminal and interact to pump fuel.
  • Fuel activates nearby red platforms or machinery.
  • Use those moving/raised platforms to reach the next set of ladders or pipes.

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.

Health Increase 3 and Key Scans

In the mines, make sure you collect:

  • Health Increase 3 – generally along a slightly optional upper route. Watch for a climbable pipe or ledge that doesn’t obviously look “main path”. If you see a route that loops back above where you came from, take it.
  • Prospero Incident Recording – on a terminal near the more industrial fuel machinery.
  • Termite’s Diary – a more personal log often tucked to the side of a sleeping or resting area in the mine.
  • Warden’s Letter – typically near security doors or a locked blast door.

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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Water Station – Shutdown Sequence and Kinetic Inductor 1

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.

Shutting Down the Station

Your objective is to shut down the station’s operation. In practice, this means:

  • Moving through a sequence of control rooms
  • Flipping multiple switches/valves in a specific order the game guides you through
  • Using platforms and pipes to circle back above previously locked barriers

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.

Scans and Kinetic Inductor 1

Make sure you hit the three big scans here:

  • Water Station Notice
  • Kennedy’s Speech
  • Corpse Butchering Guide

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.

Slave Rescue & Ventilation – Radio Code and Flares

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.

Using the Radio Lock Code

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:

  • Interact with the radio/lock device
  • Input the code as prompted (d-pad/analog navigation plus confirm)
  • Confirm to unlock and start the sequence

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.

Guiding with Flares

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.

  • Look for junctions where the path branches in the vents
  • Throw flares down the safe route (no obvious hazards, fans, or drops)
  • Use flares to stop them short of danger by placing them just before hazards

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.

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Uncle Ben’s Lair – Two-Phase Boss Strategy and Escape

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 – Learning His Pattern

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:

  • Stay mid-range. Too close and his melee strings clip you, too far and you’re reacting to projectiles instead of controlling the fight.
  • Dodge sideways, not backwards. Many of his attacks track along your retreat line. Rolling through him or diagonally felt far safer.
  • Use heavy attacks sparingly. One heavy after a clean dodge, then swap to quick strings or a gun shot before backing off.
  • Save your abilities for when he over-commits. If you have Kinetic Inductor 1, you can punish his longest recovery windows hard.

Think of Phase 1 as rehearsal: you’re learning tells and timing that Phase 2 will speed up and complicate.

Phase 2 – Arena Pressure and Finishing the Job

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.

  • Prioritize survival over damage. Your biggest enemy here is panic. Take single, safe hits when you can instead of fishing for big combos.
  • Use the arena edges wisely. Some attacks are easier to predict near certain walls or landmarks. I found one corner where I could consistently bait his rush, dodge through, and counter.
  • Don’t forget your gun. Once you’ve created distance, slipping in a shot or two helps chip him down without risking trades.
  • Heal during ranged moments, not melee gaps. If he backs off or does a longer animation at distance, that’s your window to recover.

When he finally drops, you earn that battery upgrade for your gun, which pays immediate dividends in the escape sequence that follows.

Base Collapse and Final Collectibles

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:

  • Hold your movement input constantly in the direction the game wants you to flee
  • Trust the camera shifts; if it pans upward, look for a ledge or pipe immediately
  • Don’t over-explore here; this is one of the few spots where it really is “just run”

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.

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FinalBoss
Published 4/21/2026
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