
Game intel
REPLACED
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…
Chapter 6 is where Replaced stops being a linear action-platformer and becomes a stealth-puzzle game with a conspiracy attached. It strings together forest platforming in the Phoenix outskirts, air-conditioning traversal puzzles and the game’s first serious hacking, a highway-and-caves approach, a turret-and-server military research base, and the Central Core reveal with a drone-escape finale. A collectible-hunting run takes a little over an hour; a focused run is closer to 40–45 minutes. The key pickups are Kinetic Inductor 3 (listed in some menus as Gun & Pickaxe Upgrade 6), a Genetic Profile health and med-stim upgrade, and scans 63 through 70+. The industrial zone is also the best place in the game to bank the three-perfect-hacks achievement, because the patterns are still simple there.
| Zone | What it tests | Key pickups |
|---|---|---|
| Forest & Phoenix outskirts | Silhouette reading, first PCPD patrols | Scan 63 (Souvenir Key Chain), Music 8/17 “Abandoned Forest”, Scans 64–65 |
| Industrial zone | AC-unit traversal puzzles, hacking | Kinetic Inductor 3 |
| Highway & caves | Patrol patience | Connector stretch — few missables |
| Military base interior | Turrets, electrified floors, moving cover | Scans 66–68, Genetic Profile, R.E.A.C.H Manual (Scan 70) |
| Central Core | Security hacks, drone escape | Late scans 71–74 |
Replaced launched 14 April 2026 on PC (Steam, Epic, GOG) and Xbox Series X|S, day one on Game Pass, after slipping from a 12 March date. Reviews settled at 76 on Metacritic for PC and 78 on Xbox, with IGN at 7/10 and Destructoid at 7.5/10. Sad Cat Studios has pushed updates into at least late May 2026 and publicly acknowledged the game shipped with rough edges — camera issues severe enough to require a manual restart in a few areas, overlapping character animations, and interaction prompts triggering at the wrong time — alongside a promised quality-of-life roadmap.
None of that has moved a collectible. There is no documented patch changing scan positions, stealth AI behaviour, or the hack-perfect achievement conditions in this chapter. The layout below holds. Where patching does matter is the base interior: if a cleaner robot freezes mid-route or a terminal prompt will not appear, that is the known interaction bug, and reloading the checkpoint is faster than hunting for a trigger you did not miss.
Chapter 6 opens with R.E.A.C.H.’s car crashing into the forest outside Phoenix City. Move right, using jump and climb prompts across broken trunks and ledges. This is where the game leans hardest on its trust the silhouette philosophy — branches and beams that read as background are frequently real platforms. When in doubt, jump at them; the worst outcome is a short fall to a safe plane.
Slow down here. There is no combat, so the temptation is to sprint, but the camera frames this section cinematically and side paths slide off-screen easily. Walk to the edge of each screen before dropping down — most missed collectibles in this stretch come from dropping early.
As you approach the road you meet the first PCPD patrols. This is a soft introduction to the chapter’s stealth pacing: stick to cover, use foreground and background depth, move only when patrol cones face away. Before entering the caves under the road, sweep for Scan 64 – Trading Worldwide and Scan 65 – Phoenix Tech Show, both on or near roadside structures in slight dead ends. If you pass a parked vehicle or a billboard, walk a step or two beyond it.
After the caves you emerge into Phoenix’s industrial outskirts, where the level leans hard into environmental puzzles and hacking.
You will see metal boxes you can grab and push along rails. The rule that solves nearly all of them: look at the end positions each unit can lock into. If there is a ledge just above one of those endpoints, that is where the puzzle wants you to end up. A routine that avoids dead ends entirely:
Midway through this section, behind or above one of the more involved AC puzzles. If you see a non-critical upper path that looks like “just a view”, climb it — those alt routes are where Replaced hides upgrades. The Inductor powers up both ranged and melee options, and having it before the base combat ramps makes a noticeable difference. This is the same pattern as Chapter 5’s optional-route upgrades: the game rewards the branch that appears purely scenic.
The industrial zone introduces the first proper hacking sequences, and it is the best place to complete three hacks in a row with no mistakes because the patterns are still simple. What works:
If you fail one, the chapter has more terminals later. Note which ones had the simplest patterns for your next attempt.
A set of small stealth and traversal beats — more PCPD patrols along the roads, detours through caves under infrastructure, and a striking highway stretch toward the base. Mechanically this section is about patience. Guards have longer patrol routes and the caves give you less obvious silhouettes to hide behind.
There are few major missables in this connector, so you can move with more confidence.
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The research base is the meat of Chapter 6, where stealth and hacking stop being optional.
Use the moving maintenance robots as mobile cover. Watch their patrol routes; when one slides in front of a turret, stick to its shadow and move with it. Trail too far behind and you peek out and get shredded.
These run on visible cycles — sparks travel in patterns along the lines. Do not try to out-speed the electricity. Wait at the safe islands and move only once a pattern has just passed you. On Hard, one mistimed cycle can force a segment restart.
Cleaners move between cover spots while turrets scan the room. Treat it as a moving-stealth puzzle: identify the cleaner’s path, pick the segment that gives you line of sight to your objective, and only step out when its body fully blocks the turret’s view.
Most sit in small side rooms off the main corridor flow. The rule that gets you to 100% here: if you see a vent, side ladder or door with no obvious objective marker, detour into it before proceeding. The chapter rarely locks you out, but backtracking is awkward enough that grabbing them on the first pass is far more efficient.
The Central Core is both the narrative climax and an exam on everything the chapter taught. You work through a series of security hacks and light traversal to reach the Core chamber. Take an extra beat on each hack — mechanically they are not much harder than the industrial zone, but failing them here costs more momentum.
Once you trigger the reveal about Phoenix Corporation’s agenda and rescue the woman held in the facility, the tone shifts immediately into a drone-pursuit escape.
The escape is largely scripted but still expects fast reactions. On Hard, mistakes are punished harder, but the path and prompts are identical to Normal — practising on a lower difficulty first is a legitimate way to internalise it.
Roughly 40–45 minutes on a focused run, or a little over an hour if you are sweeping for scans and the music track.
In the industrial zone, behind or above one of the larger AC-unit puzzles, usually up a path that looks purely scenic. It is also listed in some menus as Gun & Pickaxe Upgrade 6.
No public patch note or guide documents a change to stealth behaviour, hack patterns or the achievement conditions since the 14 April 2026 launch. Post-launch work has targeted camera, animation and interaction bugs.
Here. The industrial zone’s patterns are the simplest ones you will get three of in a row, and later terminals in the base and Central Core add complexity without adding forgiveness.
This is the point where Replaced stops feeling like a stylish linear action game and starts playing like a stealth-puzzle platformer wrapped around a conspiracy thriller. Master three things here — reading multi-layered environments at a glance, treating hacking as a deliberate rhythm exercise rather than a panic button, and respecting patrol patterns instead of brute-forcing fights — and Chapter 7’s finale becomes a victory lap rather than a wall. For the running collectible ledger across the whole campaign, see the chapter walkthrough index, and the Replaced game hub for news and reviews.