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:
Getting through the required story steps efficiently
Solving the spy terminal investigation without trial and error
Scooping up the important side content (Tempest’s comics, upgrades, and key collectibles) before you trigger the ending sequence
Start: Train Station Arrival and Memory Cutscene
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:
A cutscene plays that dives into a memory sequence, fleshing out backstory between R.E.A.C.H., Marsh, and Phoenix’s experiments.
Once control returns, you are back in the present-day station, free to move again.
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.
Train Station Exploration – Veronica and Early Scans
Your first goal is to talk with Veronica. She is the anchor NPC for this chapter’s main story progression.
Move right from your starting position until you spot Veronica.
Interact to trigger a dialogue that sets out the broad plan and points you towards the hospital and the broader investigation.
After this conversation, the station opens up a little more. Before you leave, take a short pass through the platforms and waiting areas:
Grab any scan points you see glowing along the walls, benches, or terminals. Chapter 7 has around 13 scans in total across all areas, and the station holds a few early ones.
Speak briefly to any nearby NPCs. A couple of them drop extra flavor on Phoenix City and hint at the growing unrest that pays off in later chapters.
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.
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Hospital Segment – Story, Sandra, and Key Setup
The hospital is the narrative heart of Chapter 7. It is where you:
Advance the main plot and dig deeper into what Phoenix has been doing
Talk to Sandra for important health upgrades and investigation intel
Start making progress on the Tempest comic quest
Pick up several of the chapter’s scans and notes
Head inside and start by checking the obvious rooms along the main corridor. The game usually funnels you toward Sandra fairly quickly.
Talking to Sandra (Health Upgrade and ID Card)
Find Sandra and go through all available dialogue options. This serves several functions at once:
You can receive a health upgrade during this chapter via her, giving you more survivability for the late game.
She provides an ID card / access credential that you will later need for the PCPD database terminal when you are hunting for the spy.
Her notes and conversations can add to your scan collection, especially any medical or personnel files you can inspect nearby.
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.
Tempest’s Comic Quest – How It Works in Chapter 7
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:
All six comics are scattered across three locations: the hospital, the council chambers, and the arcade.
You do not have to find them in a fixed order, but you must collect all six and return to Tempest before triggering the chapter’s final departure if you want the reward.
The reward for completing the set is a Balance Unit, a solid upgrade that is worth the detour if you enjoy combat.
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:
The main waiting area and any off‑shoot seating zones
Side corridors that loop back to the main path
Rooms with non‑medical props (posters, vending machines, etc.), which often hide optional pickups
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.
Council Chambers – Politics, Scans, and More Comics
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.
Talk to every council‑related NPC you can; they give context on Phoenix’s influence and the growing friction with local authorities.
Look for wall terminals, posters, and documents that can be scanned. Entries like the Trooper’s File, Trooper’s Diary, and any “conspiracy” posts are located in this broader chapter and typically cluster around administrative hubs like this.
At least one or more of Tempest’s comics can appear in or near these chambers, often close to seating or waiting areas outside the main meeting room.
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.
Arcade and Yo‑Yo’s Lab – Adrenaline Injector and Final Comics
The next major stop is the arcade, which doubles as a hangout and a small mechanical hub for this chapter.
Explore the arcade floor thoroughly. You are looking for:
Glowing arcade cabinets you can interact with
Any music terminals (there are 3 music tracks to pick up across Chapter 7)
Remaining Tempest comics tucked near machines or along the walls
One of the arcade minigames rewards an Adrenaline Injector if you hit the required score threshold. This item gives you a combat boost and is especially nice heading into the more intense late‑game fights.
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:
Have you seen Tempest recently? If you are close to six comics, plan to loop back before leaving the area.
Did you check each arcade cabinet with an interact prompt at least once?
Have you walked to the far ends of Yo‑Yo’s lab space, not just the obvious center console?
With the arcade and lab handled, the chapter points you toward the core spy terminal investigation.
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Terminal Investigation – How to Expose the Spy
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.
Step 1: Accessing the PCPD Terminal
Head to the indicated PCPD terminal or records station when prompted by the story. You will:
Interact with the terminal.
Use the ID card / credentials Sandra gave you to log in.
Navigate to the relevant personnel records, which include entries such as Trooper’s File and system logs.
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.
Step 2: Checking “Londin” Entries
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.
Open both “Londin”‑related records in turn.
Pay attention to:
Timestamps and the order of operations
Who supposedly authorized each change
Whether the content of the record matches what you already know from earlier scans and dialogues
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.
Step 3: Confirming 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 You Leave – Clean Up Collectibles and Side Content
Before triggering the final departure from the train station, use this checklist to make sure you have squeezed Chapter 7 dry:
Scans: Aim for all 13+ scan entries in the chapter. If your log looks thin on Trooper‑related files, conspiracy posts, or hospital notes, do quick revisits to those areas.
Music tracks: There are 3 music tracks in Chapter 7, mostly around the arcade and public spaces. Check jukebox‑style terminals or music players.
Tempest’s comics: Make sure you have all six comics. If you are missing one:
Re‑sweep the hospital waiting areas and side rooms.
Walk the outer edges and corners of the council chambers lobby and halls.
Scan the arcade, especially near machines that are not on the main walking line.
Balance Unit: Once you have all six comics, return them to Tempest to secure the Balance Unit reward before leaving.
Adrenaline Injector: Make sure you have cleared the arcade minigame that awards it; it is easy to ignore the cabinet if you are focused only on story markers.
Health upgrade from Sandra: Confirm your max health reflects the upgrade you can get in this chapter; if not, talk to Sandra again at the hospital.
Cat collectible: Chapter 7 also hides a single cat collectible. If you care about 100%, keep an eye out along quieter, less trafficked corners of the public spaces where interact prompts stand out clearly.
Once you are satisfied, return to the train station to wrap things up.
Chapter 7 Finale – Conversations and Departure
Back at the station, the game nudges you toward a final round of conversations and the literal departure that ends Chapter 7.
Seek out Veronica again and talk through all available dialogue. This locks in your current understanding of the investigation and sets expectations for what comes next.
Check in with any other key NPCs you have grown familiar with this chapter (Tempest, Yo‑Yo, Sandra if present around the station) to see any last optional lines.
When you are ready, move toward the upper platform. The game will guide you to the correct staircase or elevator.
Approach the edge or boarding area to trigger the ending cutscene for Chapter 7, showing Reach’s departure and transition to the next stage of the story.
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.
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How Chapter 7 Connects to the Game’s Ending
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:
The spy investigation and the Trooper files you uncover give you a clearer view of Phoenix’s grip on Phoenix City and the corruption inside local institutions. That context makes the later confrontations land harder, even if it does not radically change which bosses you face.
The Balance Unit, Adrenaline Injector, and health boosts you secure here shape how comfortable the final chapters feel in terms of difficulty.
The scans and notes you gather help fill in gaps in R.E.A.C.H.’s and Marsh’s shared history, which ties directly into the philosophical questions the ending raises.
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.