
Chapter 7 in Replaced is not the final chapter of the game, but it does play like a mini-finale: it closes out the immediate fallout of the lab rescue, sets up the late‑game stakes, and packs in a lot of story, investigation, and collectibles in a relatively compact space. On a straightforward story run, expect 30-45 minutes. If you are going for all scans, the Tempest comic quest, and the upgrades, you can easily push this chapter to around 60-90 minutes.
This guide focuses on three things:
Chapter 7 opens at the train station with Reach arriving along with the woman you rescued from the lab. You are mostly in “watch mode” at first:
When you regain control, do not beeline straight for the obvious exit if you care about Chapter 7’s side content. This is the point where the game quietly gives you the most freedom: NPC conversations, upgrades, and collectible routes all open up from here.
Your first goal is to talk with Veronica. She is the anchor NPC for this chapter’s main story progression.
After this conversation, the station opens up a little more. Before you leave, take a short pass through the platforms and waiting areas:
Once you have done a loop and feel confident you are not missing obvious interact prompts, move on toward the exit that leads to the hospital district. The game is fairly good at not letting you accidentally miss major story triggers at this point, so you can explore without worrying that every doorway will hard‑lock you into the finale.
The hospital is the narrative heart of Chapter 7. It is where you:
Head inside and start by checking the obvious rooms along the main corridor. The game usually funnels you toward Sandra fairly quickly.
Find Sandra and go through all available dialogue options. This serves several functions at once:
Make sure you interact with any glowing documents or terminals in Sandra’s area before leaving. It is easy to walk out assuming you grabbed everything, only to realize later you missed a scan there and have to backtrack.
Somewhere between the station, hospital, and arcade area you will run into Tempest, who asks you to find six comic books. The important part is understanding how this fits into Chapter 7:

The game does not always loudly telegraph the comics’ presence, but the general pattern is that they sit in logical “break” spots: waiting benches, side rooms, or against walls near recreational or administrative spaces. In the hospital specifically, do a slow sweep of:
If you develop the habit in this chapter of walking all the way to the back of each accessible room before leaving it, you will rarely miss comics or scans.
From the hospital, your route will open toward the council chambers. This area is more about world‑building and setup for the bigger political plot, but there are still practical reasons to comb through it.
The council section doesn’t contain a single make‑or‑break puzzle, but the conversations you have here help the later spy investigation feel less like it comes out of nowhere. When you are satisfied you’ve spoken to everyone and read the obvious files, continue following the story markers that guide you toward the arcade and Yo‑Yo’s space.
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The next major stop is the arcade, which doubles as a hangout and a small mechanical hub for this chapter.
After making a lap through the arcade, you will eventually be directed toward Yo‑Yo’s lab. This area pushes the story forward and can hide more scans and notes along the lab equipment, whiteboards, or terminals.
Make a mental checklist at this point:
With the arcade and lab handled, the chapter points you toward the core spy terminal investigation.
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A big part of Chapter 7’s “finale” feel is the investigation that has you identifying a spy via the PCPD database terminal. This is where Sandra’s earlier help matters.
Head to the indicated PCPD terminal or records station when prompted by the story. You will:
Once you are in, take time to read rather than rushing straight to the objective marker. The game wants you to pick up on inconsistencies yourself.
The key clue here revolves around multiple entries related to “Londin” inside the terminal history. You will see two different items or log entries referencing that name.
One of the entries contradicts the established timeline or details you have picked up elsewhere. That discrepancy is what signals tampering and points to the spy.
After examining both records, the game lets you make a call or highlight the suspicious entry. The exact interface can vary slightly by platform, but structurally you are doing one thing: using the mismatched “Londin” log to expose the mole’s manipulation of the data.
Once you commit to the correct choice, the story progresses and you move into the last stretch of Chapter 7. If you picked carefully based on the clues, you should not need to brute‑force this section.
Before triggering the final departure from the train station, use this checklist to make sure you have squeezed Chapter 7 dry:
Once you are satisfied, return to the train station to wrap things up.
Back at the station, the game nudges you toward a final round of conversations and the literal departure that ends Chapter 7.
This is a straightforward sequence with no branching outcomes. Dialogue choices can slightly color the tone of conversations, but there is no alternate Chapter 7 “good” or “bad” ending to worry about. Your main risk here is simply leaving too early and missing side content, not locking yourself out of some secret variation.
While Chapter 7 itself ends with Reach boarding the train and heading out, it is also structurally important for the final act of Replaced. The game as a whole runs through roughly ten chapters, with the last one stacking multiple boss encounters (including figures like the Commissioner and the Matriarch) and a dedicated ending sequence.
Chapter 7’s contributions to that finale are mostly about information and power‑ups rather than explicit branching:
There are no widely documented alternate full‑game endings that hinge solely on what you click in Chapter 7, but treating this chapter as a cleanup point for lore and upgrades pays off later. By the time you are in the last chapter trading blows with the final bosses, having squeezed Chapter 7 for everything it offers makes the narrative feel more complete and the combat more forgiving.
Once your train pulls away and the Chapter 7 title card fades, you are locked into the back half of Replaced. If you have followed the steps above-handled the terminal investigation, closed out Tempest’s quest, and grabbed all major upgrades-you are in a strong position for everything that follows.