
The moment REPLACED stopped feeling like a stylish action-platformer and started feeling like a real 100% run was in the station hospital. I had a side path open, a ring-code puzzle in front of me, Tempest pulling the plot forward, and one of those nagging feelings that the game was about to close a door behind me. That instinct was right. REPLACED loves one-way progression, and if you want every scan, music track, upgrade, and side reward in one clean file, you need a route more than you need perfect combat.
The good news is that full completion is doable in one playthrough if you explore thoroughly. The only wrinkle is that collectible totals can look inconsistent depending on the tracker you use. Some guides count 154, some 156, usually because minor items like cats, arcade interactions, or similar extras are separated differently. The important part is not the global number. The important part is knowing which chapters hide missable upgrades and which hubs should be fully cleared before you follow the next story marker.
I played this run slowly on a controller and treated every new room like it might be the last time I would ever see it. That mindset matters because REPLACED’s camera, pacing, and set-piece transitions make it very easy to drift toward the “main” path without realizing it.
That last rule is the big one. This next step is where most people fail: they trust the level to loop back. REPLACED often does not.
Chapter 1 is less about raw collectible density and more about learning the game’s bad habits. The prologue, sewer stretches, camp fights, stealth pockets, and early forest-to-hangar movement teach you exactly where misses happen: after climbs, behind foreground clutter, and around terminals that look decorative. My routine here was simple. Before every ladder, door, or drop, I turned around and checked both screen edges. In a cinematic platformer, “off to the side” is almost always where the game hides readable lore.
On Hard, Chapter 1 is also where I stopped trying to brute-force every encounter. Stealth is not optional if you care about safe exploration. If you enter a combat section at half health because you rushed the previous room, you are more likely to ignore side nooks and just survive. That is how 100% runs quietly die.
Chapter 2 is the first chapter I would call dangerous for completionists. It functions like a semi-hub, and that structure tricks players into thinking they can clean up later. You often cannot. This chapter has 12 scans, including pieces like Strange Counting Rhyme and Phoenix Corporation is Born, and it also folds important rewards into side content.

My advice is to sweep Chapter 2 in layers. First, talk to every obvious quest NPC. Second, clear the accessible side paths before pushing the story. Third, return to any newly opened rooms before advancing again. David’s quest is especially important because it pays out with My Only Sunshine and a Genetic Profile reward. The doctor-related content in this chapter also matters, and the Rechargeable Ampoule is one of the upgrades I would never risk leaving for later. If you are making a checklist, Chapter 2 is where your clean run really begins.
The practical reason this works is that Chapter 2’s layout is readable once you stop treating it like a linear mission. Think of it as a hub sweep. Read first, loot second, progress third.
Chapter 3 is more of a bridge chapter in how it feels, but I still kept the same rule: never trust a dramatic transition. REPLACED is excellent at making a hallway or climb feel like a small detour when it is actually the cutoff to the next sequence. If you are entering a chase, a fight arena, or a conversation that clearly changes location, stop and rescan the room.
Chapter 4 is where I got the most value from being methodical. This chapter has 13 scans, including Doctor’s Orders, plus two music tracks and several important upgrades. It is also where side-quest timing matters a lot. The hospital and station areas are dense, layered, and easy to overrun if you are focused on the story thread.
There are four things I treat as non-negotiable in Chapter 4. First, solve the hospital ring-code puzzle before you mentally move on from that area, because it leads to a health-oriented reward and it is the kind of thing players forget once the chapter opens up. Second, do the Old Man’s quest before leaving the station flow, because that gives the Family Photo scan. Third, check Yo-yo’s lab and the arcade-style side spaces carefully for upgrades. Fourth, do not follow Tempest to the garage until your sweep is done.

The missable upgrade pair I would bold in my own notes are the Genetic Profile and the Reduction Gear. Chapter 4 is also where you can grab music like Great Power, Great Responsibility. Music tracks are rarer than scans, so anytime you enter a room that feels oddly optional or themed differently from the surrounding area, search it like it contains a soundtrack pickup. In REPLACED, it often does.
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Chapter 5 has 12 scans, including Protester’s note, and one of the memorable music pickups here is A View to Die For. The reason this chapter trips people up is tempo. The spaces feel urgent, the combat pressure goes up, and there is a real temptation to clear enemies and sprint. I had better results by doing the opposite: clear the encounter, let the screen breathe, and then inspect the edges of the scene before touching the obvious exit.
Busy backgrounds can hide interactables in Chapter 5. If a wall is plastered with signs, protest material, or workstation clutter, move directly into it and watch for the interaction prompt rather than relying on sight alone. The art direction is gorgeous, but it can work against you on a sweep run.
Chapter 6 is the chapter I would tell every completionist to overprepare for. It has 12 scans, including Souvenir Key Chain, and it holds some of the most painful missables in the run: Kinetic Inductor 1 and Kinetic Inductor 2. It also contains the music track Abandoned Forest and the hacking-related achievement path tied to perfect execution, commonly referenced as Reflashed.
This is the section where stealth, hacking, and platforming all compete for your attention. My rule was to separate them mentally. In stealth rooms, I did not think about collectibles until the guards were neutralized. In hacking moments, I slowed down and treated the interaction as its own challenge instead of a quick obstacle. In platforming stretches, especially the ones with awkward depth cues, I stopped holding forward too early on jumps and focused on clean landings before exploring. That small adjustment saved me a lot of needless damage and reloading.

If you only remember one chapter-specific warning from this guide, make it this one: do not leave Chapter 6 without both Kinetic Inductors accounted for.
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Late-game chapter numbering gets a little messy across community guides. Some trackers separate the prologue or finale differently, which is one reason the game’s total collectible count looks inconsistent. What matters in practice is that the back half of REPLACED becomes more segmented, more narrative-heavy, and less forgiving about cleanup.
In the later station and investigation-driven sections, the best route is conversation-first. Talk to Veronica and any nearby NPCs before pushing the next objective. Check terminals, side counters, and any police or records-adjacent interactables before leaving the hub pocket. These chapters often hide scans in plain sight because the player’s attention is on dialogue and story revelation rather than on the environment.
The late chapter most collectible guides label as Chapter 9 contains two easy-to-miss music tracks: Ash and Milky Way. That is the kind of pair you lose by assuming the finale will stay linear and generous. It usually does not. Enter every new interior like you are never coming back.
If your chapter totals line up in Chapters 2, 4, 5, and 6, and you have the named upgrades before leaving those sections, the rest of REPLACED is mostly discipline rather than luck.