Replaced: Chapter 6 Walkthrough – Stealth, Puzzles & Collectibles

Replaced: Chapter 6 Walkthrough – Stealth, Puzzles & Collectibles

FinalBoss·4/21/2026·10 min read
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Chapter 6 Overview – Why This One Feels Different

Chapter 6 in Replaced is where the game quietly changes gears. After the more linear earlier chapters, this one throws you into a long sequence that mixes platforming in the Phoenix City outskirts, traversal puzzles, stealth-heavy infiltration, and a big story reveal in the Central Core. On my first full run, this chapter took me a little over an hour when I was grabbing most collectibles; a clean, focused run can be closer to 40-45 minutes.

The route is basically:

  • Forest & Phoenix outskirts platforming
  • Industrial zone with air-conditioning puzzles and early hacking
  • Highway approach and caves into the military research base
  • Warehouse and lab interior stealth/combat
  • Central Core story sequence and drone-escape finale

This walkthrough follows that flow, with an emphasis on staying safe on higher difficulties, nailing the hack-perfect achievement, and picking up the most important upgrades and scans along the way.

Phoenix Outskirts – Forest Platforming and First Collectibles

Chapter 6 opens with Reach’s car crashing and landing in the forest just outside Phoenix City. Control drops you into a moody, side-on forest section that looks straightforward but hides a few easy-to-miss items.

Move right, using the jump and climb prompts to hop across broken trunks and ledges. The game starts teaching you its “trust the silhouette” philosophy here: branches and beams that look like background are often actual platforms. When in doubt, jump at them – the worst that happens is a short fall back to a safe plane.

Early in this section you’ll find:

  • Scan 63 – Souvenir Key Chain: off the main path, usually on a small side ledge to the left before you properly hit the road. Any glowing interactable with a scan icon, tap the interact button to log it.
  • Music 8/17 – “Abandoned Forest”: keep an eye out for the music terminal; interact to unlock the track. It’s roughly in the mid-forest stretch.

My tip in this area is to slow down. It’s tempting to sprint through because there’s no combat yet, but the camera likes to frame the environment cinematically, which means side paths can easily slide off-screen. Walk to the edges of each screen before dropping down; a lot of the missed collectibles come from dropping early.

As you approach the road, you’ll run into your first PCPD patrols. This is a soft introduction to the stealth pacing of the chapter: stick to cover, use foreground/background depth where available, and only move when patrolling cones are facing away. The game is forgiving here, but getting used to its timing now makes the base infiltration much smoother later.

Before you enter the caves that lead under the road, sweep one more time for:

  • Scan 64 – Trading Worldwide
  • Scan 65 – Phoenix Tech Show

Both are on or near the roadside structures as you weave between patrols, generally off to slight dead-ends. If you see a parked vehicle or a billboard, walk a step or two past it just to be sure.

Industrial Zone – AC Unit Puzzles, Kinetic Inductor 3, and Perfect Hacks

After the caves, you emerge into a chunk of Phoenix’s industrial outskirts. This is where the level starts leaning hard into environmental puzzles and hacking.

The standout mechanic here is using movable air-conditioning units and other sliding platforms. You’ll see metal boxes you can grab and push along rails. The key rule: always look at the end positions they can lock into. If there’s a ledge just above one of those endpoints, that’s almost always where the puzzle wants you to end up.

My general routine for each of these setups:

  • Walk the whole puzzle area first without moving anything.
  • Identify your exit door/ladder, then backtrack the path Reach would logically take to it.
  • Only then start shifting AC units or platforms, so you don’t block your own route.

Midway through this section you’ll find Kinetic Inductor 3 (listed in some menus as Gun & Pickaxe Upgrade 6). It’s usually behind or above one of the more involved AC puzzles. If you see a non-critical upper path that seems like “just a view”, climb it – those alt routes often hide upgrades. This Inductor powers up both ranged and melee options, and having it before the base combat ramps up makes a noticeable difference.

This zone also introduces some of the earliest proper hacking sequences. If you’re going for the achievement that asks you to complete three hacks in a row with no mistakes, these are prime candidates because the patterns are still relatively simple.

What worked consistently for me on hacks:

  • On the first attempt for each new pattern, focus only on reading it. Don’t worry if you fail that one; you’re just learning timings.
  • Once you’ve seen the full cycle, restart and treat it almost like a rhythm mini-game – tap in time with the moving nodes instead of chasing them visually.
  • Do your achievement run on Normal difficulty, after you’ve seen these puzzles once in a previous playthrough; muscle memory helps a lot.

If you mess up a hack, don’t stress; the chapter has more terminals later. Just mentally note the ones with simpler patterns for your next attempt.

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Roads, Caves, and Highway – Transition into the Military Base

Once you’re past the industrial block, the game strings together a set of small stealth and traversal beats: a few more PCPD patrols along the roads, detours through caves under infrastructure, and a visually striking highway stretch leading toward the base.

From a gameplay perspective, this section is mostly about teaching you the rhythm of patience. Guards here tend to have slightly longer patrol routes, and the caves give you less obvious silhouettes to hide behind. Stick to these simple habits:

  • Always wait through one full patrol cycle before committing to a run.
  • When you drop down, immediately check foreground/background lanes – Replaced loves hiding safe paths on a different plane from the enemy.
  • If you’re playing on Hard, treat every guard as lethal: one mistake can snowball into multiple hits.

By the time you’re on the highway, the game is clearly steering you toward something more fortified. There aren’t many major missable collectibles in this connector stretch, so you can afford to move with a bit more confidence here.

Inside the Military Base – Turrets, Servers, and Lab Collectibles

The military research base is the real meat of Chapter 6. This is where stealth and hacking stop being optional and become the core of the level design.

The first thing that will likely catch you are the automated turrets. The trick in these rooms is to use the moving maintenance robots as mobile cover. Watch their patrol routes; when they slide in front of a turret, stick to their “shadow” and move with them. If you’re too far behind, you’ll peek out and get shredded.

Later on you’ll enter the server rooms with electrified floors or conduits. These operate on visible cycles – sparks travel in patterns along lines. Don’t try to out-speed the electricity; instead, wait at safe “islands” and move only when the pattern has just passed you. On Hard difficulty in particular, mistiming a cycle can be enough to force a restart of the segment.

In Warren’s Office and adjacent areas, the game again combines stealth with environmental hazards. Cleaner robots move between cover spots while turrets scan the room. Think of it like a moving-stealth puzzle: identify the cleaner’s path, pick a segment that gives you line-of-sight to your objective (usually a terminal or exit), and only step out when its body fully blocks the turret’s view.

As you work through the warehouse and labs, keep an eye out for these key items:

  • Scan 66 – Classified Protocols
  • Scan 67 – Climatologist Letter
  • Scan 68 – Scratched Wingman
  • Genetic Profile – Health & Med-Stim Upgrade 8 (a very useful durability boost before later chapters)
  • R.E.A.C.H Manual – Scan 70, fleshing out the project’s background

Most of these sit in small side rooms off the main corridor flow. A simple rule that helped me consistently hit 100% here: if you see a vent, side ladder, or door that doesn’t have an obvious “main objective” marker, detour into it before proceeding. The game rarely locks you out of collectibles in this chapter, but some sections backtrack awkwardly, so it’s more efficient to grab them the first time through.

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Central Core – Story Reveal, Security Hacks, and Drone Escape

The Central Core is both the narrative climax of Chapter 6 and a tidy gameplay exam on everything you’ve been doing so far: hacking, evasion, and route reading.

You’ll work your way through a series of security hacks and minor traversal to reach the Core chamber. Take an extra beat on each hack – failing them here feels worse simply because of the story build-up, even though mechanically they’re not much harder than what you’ve already cleared.

Once you trigger the main story reveal about Phoenix Corporation’s deeper agenda and rescue the woman held in the facility, the tone shifts immediately into an escape sequence driven by a pursuing drone.

My advice for the chase:

  • Trust the camera. When it pulls back, it’s usually because a drop or climb prompt is coming up; get ready on the jump or interact button.
  • Don’t overthink collectibles here on your first run. Focus on survival; you can clean up any missed scans like 71–74 and the later Kinetic Inductor in a replay once you’re comfortable with the route.
  • If you die, pay attention to where it happened – almost every death spot is teaching you a timing or lane-switch you didn’t anticipate.

The escape itself is largely scripted but still expects you to react quickly. On Hard, minor mistakes get punished more harshly, but the overall path and prompts remain the same as Normal, so practicing on a lower difficulty first is a legitimate way to internalize the pattern.

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Hard Mode and 100% Cleanup Tips

If you’re replaying Chapter 6 on Hard or for full completion, a few habits make the run far smoother:

  • Prioritize upgrades: Make absolutely sure you pick up Kinetic Inductor 3 and the Genetic Profile health upgrade. The extra damage and survivability compound in the base and escape sections.
  • Bank your perfect hacks early: Get your “no-mistake” hacks done in the industrial zone before the patterns get busier later on.
  • Systematic sweep: Divide the chapter mentally into five zones (forest, industrial, approach, base interior, core) and only move to the next once you’ve walked every obvious edge in the current one.
  • Accept some damage, avoid deaths: On Hard, it’s usually better to tank a single turret graze and commit to a run than to panic and fall back into a worse position.

For full collectible runs, remember there are 12+ data items in this chapter alone, culminating in later scans like the firefighter audiologs and McVeigh profiles. The game tracks them cleanly, and video runs confirm their positions haven’t shifted in recent patches, so once you’ve learned the rough layout, subsequent completions become much faster.

Wrap-Up – What Chapter 6 Sets You Up For

Chapter 6 is the point where Replaced stops feeling like a stylish linear action game and starts playing more like a stealth-puzzle platformer wrapped around a conspiracy thriller. If you can move through the Phoenix outskirts cleanly, solve the industrial AC puzzles without blocking yourself, keep your head in the base’s turret and server rooms, and stay calm during the Central Core escape, you’re already in good shape for what Chapters 7–10 will throw at you.

Use this chapter as your training ground for three core skills: reading multi-layered environments at a glance, treating hacking as a deliberate rhythm game instead of a panic button, and respecting patrol patterns instead of brute-forcing fights. Master those here, and the rest of the campaign opens up considerably.

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FinalBoss
Published 4/21/2026
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