Replaced: Chapter 3 Walkthrough — All 14 Scans, Upgrades & Uncle Ben

Replaced: Chapter 3 Walkthrough — All 14 Scans, Upgrades & Uncle Ben

FinalBoss·4/21/2026·10 min read

Game intel

REPLACED

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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 3 of Replaced, The Lowest Low, is where the game stops holding your hand. It runs 60–90 minutes and hands you more permanent power than any chapter before it: 14 scans, 2 Genetic Profiles, Health Increase 3 and 4, Kinetic Inductor 1, a gun battery upgrade from Uncle Ben, and the “Solving a Problem” music track. The three walls people hit are the Termite Base laser gauntlet, the Prospero Mine fuel-and-crate puzzles, and the two-phase Uncle Ben fight. All three are timing and route problems, not damage problems. Below is the chapter in the order the game presents it, area by area.

Does this route still hold in July 2026?

Yes. Replaced launched on 14 April 2026 (slipped from 12 March) on PC and Xbox Series X|S, day one on Game Pass, and landed at 76 on Metacritic for PC and 78 on Xbox. Sad Cat Studios has shipped updates into at least late May 2026, and the studio openly acknowledged the game arrived with rough edges — camera problems that can force a manual restart in some rooms, overlapping character animations, and interaction prompts firing incorrectly — with a quality-of-life roadmap promised on top.

What no patch note or guide documents is any change to chapter routing, scan placement, the upgrade list, or Uncle Ben’s attack patterns. The 14-scan count and the two-phase boss structure below still match the current build. If a fuel terminal or a scan prompt refuses to fire, treat it as the known interaction bug and reload the checkpoint before you assume the guide is wrong — that single habit saves more time in this chapter than any combat tip.

Termite Tunnels: following Tempest and learning the pickaxe

The chapter opens in the Termite Tunnels, trailing Tempest through cramped platforms and hostile workers. It is your first real test of the pickaxe as both traversal tool and weapon.

Pickaxe traversal

Look for rough rock faces and marked ledges. Jump toward them and use your interact/attack input to latch on and climb. The mental model that works is pickaxe as jump extender: jump, latch, then jump again if there is a second ledge above. If you are falling short, you are almost certainly jumping from a standstill instead of carrying run speed — the same habit Chapter 1 drills with its long jumps.

Armored Termites

These are the wake-up call. Their armour blocks light attacks entirely, so mashing bounces you off and eats a counter-hit. The reliable loop:

  • Dodge behind them as they wind up.
  • Land one heavy attack (hold attack) to shatter the armour.
  • Chain light attacks or a gun shot to finish.

One clean heavy after a dodge is both safer and faster than any amount of light-attack pressure.

Scans in the tunnels

Early on, watch background terminals and glowing panels — any prompt is a scan. Several of the more personal logs live here, including the early references that set up the Prospero incident. After every platforming section, backtrack a screen to check for missed devices, and use Pause → Database to confirm your running scan count.

Termite Base: lasers, shadow routes, and Health Increase 4

The Termite Base is the chapter’s first genuine wall. Sweeping light beams punish sloppy timing hard, and the section is half stealth, half parkour.

How to handle the light beams

  • Stay on walls and pipes. If there is a high route, it is almost always safer than the floor.
  • Watch a full sweep cycle before committing. Standing still for one complete cycle costs ten seconds and saves several deaths.
  • Move with the beam, not against it. If a light sweeps left, start on its right side and follow just behind its path.
  • Abort early. Dropping back to the last safe ledge is faster than gambling and reloading.

Key scans and Health Increase 4

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

Do not leave the base without Health Increase 4. It sits in an off-path room marked by extra environmental detail — medical gear, equipment, or an unusually lit alcove. The general rule for this chapter: if you just cleared a nasty gauntlet, slow down and canvas the next safe area. Upgrades in Replaced love to hide immediately after a difficulty spike.

Prospero Mine: fuel puzzles, crates, and Health Increase 3

The mine is where Chapter 3 turns into a puzzle-platformer, layering fuel terminals, moving platforms and crate pushing into one long sequence.

The fuel loop

  1. Reach a fuel terminal and interact to pump fuel.
  2. Fuel activates nearby red platforms or machinery.
  3. Use those platforms to reach the next set of ladders or pipes.

The step that trips most players: some platforms only move once you have also pushed a crate into position to complete a circuit or create a climbable path. If a terminal reads as active but nothing has visibly changed, backtrack a screen and look for a crate you can shove. There is also a perspective-shift drop where the camera pulls back — do not rush it, because it hides a branch leading to an upgrade.

Mine collectibles

  • Health Increase 3 — on an optional upper route. Watch for a climbable pipe or ledge that does not look like the main path. Any route that loops back above where you came from is worth taking.
  • Prospero Incident Recording — on a terminal near the industrial fuel machinery.
  • Termite’s Diary — tucked beside a sleeping or resting area.
  • Warden’s Letter — near security doors or a locked blast door.

One of the chapter’s two Genetic Profiles is in this broader stretch. Whenever you enter a room with an ornate or highlighted device that is visibly different from a normal scan console, interact with it — that is the permanent upgrade station.

Water Station: shutdown sequence and Kinetic Inductor 1

Shorter but denser: light combat, environmental navigation and the chapter’s grimmest lore. Your objective is to shut the station down, which in practice means moving through control rooms, flipping switches and valves in the order the game guides you, then using platforms and pipes to circle back above previously locked barriers.

Think of it as a loop rather than a corridor: whenever you hit a dead end, look for a height change — ladder, pipe, scaffold — that takes you back over what you just shut down. The design locks you forward once the required switches are flipped.

Scans and the Inductor

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

All three sit on obvious consoles that are easy to walk past mid-fight. Do a full lap of each room after clearing it. The real prize is Kinetic Inductor 1, on a distinctive device rather than a normal console. It boosts your kinetic abilities, and the correct response is to stop hoarding them — start spending abilities in nearly every encounter from here on. The rest of the chapter is measurably smoother once you do.

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Slave rescue and ventilation: radio code and flares

The radio lock code

The digits are always provided in the environment — a nearby note, terminal, or logged conversation. Do not guess; scan everything in the area and the reference appears. Then interact with the radio/lock device, input the code as prompted, and confirm to start the sequence. You will also pick up Incriminating Chat and Miner’s Last Hours around here.

Guiding with flares

Wherever you place a flare, the freed workers head toward it. The rules:

  • Look for junctions where the vent path branches.
  • Throw flares down the safe route — no fans, hazards, or drops.
  • Use flares to stop them short of danger by placing one just before a hazard.

The common failure is over-throwing and luring them straight into trouble. Aim conservatively; shorter throws give finer control. If you cannot tell what a path does, look at it before you commit a flare there.

Uncle Ben’s lair: two-phase boss strategy

The chapter ends with a two-phase fight against Uncle Ben, the Termite leader. The prize is a battery upgrade for your gun.

Phase 1 — learning the pattern

  • Stay mid-range. Too close and his melee strings clip you; too far and you are reacting to projectiles instead of controlling the fight.
  • Dodge sideways or through him, not backwards. Many of his attacks track along your retreat line.
  • Use heavies sparingly. One heavy after a clean dodge, then quick strings or a gun shot before backing off.
  • Save abilities for over-commitments. With Kinetic Inductor 1 you can punish his longest recovery windows hard.

Treat Phase 1 as rehearsal — the tells and timings carry into Phase 2 at higher speed.

Phase 2 — arena pressure

  • Prioritise survival over damage. Take single safe hits instead of fishing for combos.
  • Use the arena edges. Certain corners let you consistently bait his rush, dodge through, and counter.
  • Do not forget the gun. Once you have distance, a shot or two chips him down without risking a trade.
  • Heal during ranged moments, not melee gaps. His longer distance animations are your recovery window.

Base collapse and final collectibles

Beating Uncle Ben triggers the base collapse — a forward-leaning platforming gauntlet. Hold your movement input in the direction the game wants you to flee, trust the camera shifts (a pan upward means a ledge or pipe is coming), and do not over-explore. This genuinely is a “just run” sequence.

The last scans, including the Prospero Universal Keycard and the “Solving a Problem” music track, are picked up shortly before or after the story climax rather than mid-escape. The second Genetic Profile is also in the late-chapter stretch. Before any obvious point of no return — long drops, big doors, forced cutscenes — do one final sweep of side corridors and visible terminals.

FAQ

How many scans are in Chapter 3 of Replaced?

14, including the Prospero Information Board, Termite’s Diary and the Prospero Universal Keycard. Confirm your running total in Pause → Database before you trigger the base collapse.

Has Uncle Ben been rebalanced by a patch?

No public patch note or guide documents any change to his phases, health or attack patterns since the 14 April 2026 launch. Sad Cat’s updates have targeted camera, animation and interaction bugs.

I found Health Increase 4 but not Health Increase 3 — did I lose it?

They are in different areas: 4 is in the Termite Base, 3 is on an optional upper route in the Prospero Mine. If you have already left the mine, that one is gone for this run.

A fuel terminal activated but nothing moved. Bug or puzzle?

Usually a puzzle — check for a crate that still needs pushing into position. If a crate is already placed correctly and the platform is still dead, that is when to suspect the known interaction bug and reload.

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