
Chapter 7 of Replaced is a slow, story-heavy stop, and that is exactly why people miss things in it. There is no boss fight here – the danger is leaving the train station before you have grabbed all 15 scans, both side quests, and the upgrades that make the late game far more comfortable.
Chapter 7 opens at the train station, with REACH arriving alongside the woman rescued from the lab. A cutscene drops you into a memory sequence that fills in backstory between REACH, Marsh, and Phoenix’s experiments. Once control returns to the present-day station, you are free to move.
Do not beeline for the exit. The station is where the chapter quietly hands you the most freedom – NPC conversations, upgrades, and collectible routes all branch out from here, and almost everything in this chapter is optional cleanup that you can lock yourself out of by leaving early.
Chapter 7 has exactly 15 scans, #75 through #89, spread across every area you visit. There is no shortcut here – walk to the back of each accessible room before leaving it, and sweep the platforms, benches, wall terminals, and side corridors. Several scans are tied to the chapter’s reading material, including the Trooper’s File and Trooper’s Diary entries you pull during the spy investigation.
If your scan log looks thin when you reach the train station again, the usual culprits are hospital notes, conspiracy posts near the council area, and the personnel files inside the PCPD terminal.
The hospital is the narrative heart of Chapter 7. It is where you advance the main plot, start Sandra’s investigation, and pick up several scans and notes.
Find Sandra and exhaust her dialogue. Her quest is the chapter’s “spy” thread, and completing it rewards Genetic Profile #8, a permanent health upgrade that carries into the late game. Note one common misconception: the ID card is the object you investigate during the quest, not a credential Sandra hands you – there is no access pass given as a gift here.
Scan any glowing documents, medical files, or personnel records in her area before you move on. It is easy to walk out assuming you grabbed everything and have to backtrack for a missed scan later.
You will run into Tempest, who asks you to find six comic books. They are scattered across three locations: the hospital, the council chambers, and the arcade. You can collect them in any order, but all six must be returned to Tempest before you leave the chapter if you want the reward.

The reward for the full set is a Balance Unit, a worthwhile upgrade if you lean on combat. Comics tend to sit in logical “break” spots – waiting benches, side rooms, and walls near recreational or administrative spaces. In the hospital, sweep the main waiting area, off-shoot seating zones, and side corridors that loop back to the main path.
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From the hospital your route opens toward the council chambers. This area is mostly world-building, but there are concrete reasons to comb it:
Talk to the council NPCs for context on Phoenix’s influence, then follow the story markers toward the arcade and Yo-Yo’s space.
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The arcade doubles as a hangout and a small mechanical hub. Work the floor methodically:
You are then directed to Yo-Yo’s lab, which pushes the story forward and hides more scans along the lab equipment, whiteboards, and terminals. This is also where the spy investigation comes to a head.
Sandra’s quest culminates in identifying an impostor among the troopers – the thread that unlocks the Look-Alike achievement. Rather than guessing, you work it like a records check:
Read the dossiers before rushing the objective marker – the contradiction is the clue, and spotting it yourself means you commit to the right call without brute-forcing the section.
Before you board the train, run this checklist:
Back at the station, the chapter wraps with conversations and the train departure. Exhaust dialogue with the NPCs you have grown familiar with, then head to the upper platform. There, the Matriarch appears – this is a narrative dialogue encounter, not a boss fight – before you board and trigger the ending cutscene.
This is a linear sequence with no branching outcomes. Dialogue choices color the tone, but there is no separate “good” or “bad” Chapter 7 ending to chase. Your only real risk is leaving too early and missing side content. For reference, the three actual boss fights in Replaced are Uncle Ben at the end of Chapter 3, the Commissioner in Chapter 5 (and again later), and the Matriarch at the Central Tower in the finale – none of them are in Chapter 7.
Chapter 7 is one of the game’s ten chapters, and its job is to load you up for the final act rather than to branch the story. What you take from it:
If you cleared the checklist – all 15 scans, both quests, and the upgrades – you are in a strong position for the back half. For the full picture, see our complete story walkthrough, and if you skipped ahead, the Chapter 6 stealth, puzzles, and collectibles guide covers the run-up to this stop.