Replaced: How to Beat Every Chapter – Complete Story Walkthrough

Replaced: How to Beat Every Chapter – Complete Story Walkthrough

FinalBoss·4/21/2026·13 min read
Advertisement
Replaced — official cover and artwork

After spending a full weekend running through Replaced from prologue to finale, then replaying key sections on Hard, I ended up with a pretty reliable rhythm for every chapter. This walkthrough is for players who want to move confidently through the story without getting stuck on the trickier combat spikes, stealth sequences, or platforming gauntlets that the game loves to throw at you.

The game is completely linear across its 10 chapters, but each one leans on a slightly different mix of platforming, Arkham-style melee, stealth, and light puzzling. Below, I’ll walk you through the structure of each chapter, the moments where the game quietly expects you to change gears, and a few spots where I initially lost a lot of time until I understood what it wanted from me.

Core Skills You’ll Use in Every Chapter

Before diving chapter by chapter, it helps to internalize three systems that Replaced leans on constantly:

  • Rhythm-based melee: Most fights are about timing dodges and counters, not mashing attack. Watch for enemy windups and remember that your counter window is generous if you aren’t panicking.
  • Layered platforming: The game loves to hide side paths and collectibles slightly off the obvious main route. If something looks like a dead end, it’s often where a scan or music track is stashed.
  • Stealth as crowd control: You’re not a pure stealth character, but skipping or thinning a group before you commit to a brawl often makes the difference between a clean run and a reset.

Whenever you’re stuck, ask yourself: Am I supposed to fight this, sneak around it, or look for a climbable ledge or hackable object just off-screen? That question alone solves a surprising number of roadblocks.

Replaced cyberpunk in-game screenshot

Chapter 1 – Non-Standard Task (Lab Escape & First Fights)

Chapter 1 throws you straight into Warren Marsh’s body as REACH, waking up amid a lab disaster. This whole chapter is a guided tutorial, but you can still miss a couple of early collectibles if you barrel ahead.

  • Lab escape: Follow the on-screen prompts, but instead of sprinting blindly, pause between set-pieces to check the background for shimmering interaction prompts. The game’s first scan collectible (like the Goodbye Letter) is easy to walk past if you treat this section as pure cinematics.
  • Sewers & first platforming: When the game opens up slightly, pay attention to the parallax layers. If a ledge in the background has a clear edge and contrasting color, you can almost always climb or jump to it.
  • Termite Camp intro fights: The first real brawls teach you the core loop: basic combo, dodge, and counter. Don’t spam attacks. Tap attack a couple of times, wait for an enemy swing, then dodge through and counter.
  • South Labor District stealth: Near the end, you’re introduced to cover-based stealth before meeting Tempest. You’re not meant to fight these gunmen directly yet; hug the foreground/background cover and move only when their attention cones shift.

If you feel overwhelmed in fights already, this is the moment to hop into Pause → Settings → Gameplay and adjust difficulty or input sensitivity. Getting comfortable here pays off later when the game stops holding your hand.

Advertisement

Chapter 2 – Termite Camp & Arcade Repairs

Chapter 2 is where Replaced loosens the leash a bit and lets you loop through Termite Camp as a small hub. This is your first taste of side content and optional chatter that deepens the world.

  • Explore the camp deliberately: Before rushing the main objective markers, do a slow lap of the camp. Talk to everyone; some lines hint at later quests and a few alleyways hide early scans and posters.
  • Arcade Rectifier fetch: The big goal here is repairing the arcade by tracking down the Rectifier. The path is mostly linear, but each combat arena tends to have one “safe” lane you can kite enemies through. Identify that route quickly instead of being backed into a corner.
  • Excalibur sidequest seed: Pay attention to any mention of feeding or maintaining Excalibur. Make mental notes about locations related to this; you’ll thank yourself later when you’re cleaning up side quests.
  • Combat tip: This is where the game starts mixing enemy types. Focus on removing the fastest melee opponent first, even if the big bruiser looks scarier. One agile foe behind you will ruin an otherwise perfect exchange.

I found that doing a full explore-then-objective loop in this chapter set a good habit: always clear the hub slowly the first time you see it, then follow markers. It’s the best balance between story momentum and not missing easy collectibles.

Replaced cyberpunk in-game screenshot

Chapter 3 – Hospital Run & Vacuum Regulator

Chapter 3 sends you to a hospital to recover the Vacuum Regulator. It looks like a straight corridor level, but it hides more vertical exploration than you’d expect.

  • Entrance & wards: Right after entering, look for side doors to patient rooms before heading deeper. Several lore-heavy documents and scans are tucked into these spaces.
  • Vertical platforming: When you hit collapsed floors, don’t assume the lowest level is always correct. Often the “wrong” way down hides a collectible; the critical path tends to keep you mid-height.
  • Security encounters: Gun-wielding enemies start appearing more regularly here. Use line-of-sight breaks-door frames, gurneys, pillars-to force them to move into melee range instead of trying to close over open ground.
  • Regulator retrieval: Once you reach the objective room, interact, then brace for a return trip with more enemies. Memorize safe drop points on the way in; on the way back out, you can use these to bypass a couple of fights or at least control positioning.

This was the first chapter where I really appreciated that Replaced rarely locks you into fighting every group. If you’re low on health, it’s often better to use ladders and drops to slip past rather than stubbornly brawling.

Chapter 4 – Yo-Yo’s Lab, Council, and the Investigation

Chapter 4 is a pivot point: you gain meaningful combat upgrades at Yo-Yo’s lab and start digging into the Edward investigation while attending council business.

  • Yo-Yo’s combat unlocks: Spend time reading the descriptions of your new energy mechanics and finishers. The game quietly assumes from this point on that you’ll weave finishers into your combos instead of relying on basic strings.
  • City loop & council meeting: Moving between locations for the council can feel like filler, but it’s prime time to grab extra scans and overhear conversations that foreshadow late-game events. Any area you cross twice is usually worth a quick detour off the main path.
  • Edward’s death investigation: Think like an adventure game here: if you can scan or interact with it, do it. The game rarely punishes thoroughness, and you’ll get better context for story beats later on.
  • Stealth sequence: A mid-chapter stealth stretch ramps up difficulty compared to Chapter 1. Watch patrol patterns for a full cycle before moving. Patience here saves a lot of instant-fail frustration.

Once you’ve finished this chapter, combat starts feeling more expressive. If you’ve been conservative, now is the time to experiment with juggling enemies and using environmental hazards more aggressively.

Replaced cyberpunk in-game screenshot
Advertisement

Chapter 5 – To the Wall, Bullet Deflection & PCPD

Chapter 5 is where Replaced puts its foot down and asks you to truly master its systems. You’ll learn bullet deflection, tackle trickier platforming in the subway, and fight through PCPD forces.

  • Bullet deflection ambush: Early on, you’ll be pinned down by gunfire and prompted to deflect shots. The timing window is strict but consistent: don’t tap too early. Watch the muzzle flash; press your deflect button just as the shot leaves the barrel.
  • Subway platforming: Expect moving platforms, air units, and battery swaps. When you see a slot or cable that obviously needs power, survey the whole area first so you know where to carry the battery before you pick it up.
  • PCPD confrontations: Encounters inside and around PCPD are dense. Use your newly confident deflection and crowd control: knock one enemy into another, prioritize anyone with a gun, and don’t be shy about burning your energy bar to end fights quickly.
  • Old Phoenix City scans: This chapter introduces one of the richer environments for collectibles. Any time the pace slows, look for side alleys and rooftops with neon signage; that’s where I found most of the music tracks and deeper lore notes.
  • Overdrive unlock: When you gain Overdrive, practice triggering it on larger groups instead of one-on-one duels. It’s designed as a tempo reset when things get out of hand.

If you can get through the mid-chapter ambushes without dying multiple times, you’re in a good place for the rest of the game. If not, spend a few extra attempts just focusing on deflection timing before worrying about perfect offense.

🎮
🚀

Want to Level Up Your Gaming?

Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.

Exclusive Bonus Content:

Ultimate Guide Strategy Guide + Weekly Pro Tips

Instant deliveryNo spam, unsubscribe anytime

Chapter 6 – Forest, Industrial Puzzles & Highway/Bunker

Chapter 6 changes the vibe completely with a forest section, stealthy PCPD infiltration, and some of the heaviest puzzle-platforming so far, culminating in highway and bunker sequences.

  • Forest traversal: The game likes to hide paths behind foreground silhouettes here. Watch for slight gaps in trees or fences that break the pattern; those are usually where you can pass through.
  • PCPD stealth again: Unlike earlier stealth, you now have more verticality. Use ladders and ledges to bypass patrols instead of just hiding behind objects on the same plane.
  • Industrial Kinetic Inductor 3 upgrade: Solving the machinery puzzle to upgrade your kit involves tracing power lines and toggling switches in the right order. Follow cables visually from source to destination; when in doubt, reset all switches and activate them one by one.
  • Highway segment: Here timing matters more than precision jumping. Wait an extra beat to read moving hazards before committing to a run; rushing usually just means restarting from the last checkpoint.
  • Bunker hacks & turrets: Use cover aggressively. Peek to bait turret fire, then move during reload windows. If there’s a console in the room, it almost always lets you disable or reconfigure a turret in your favor.

This chapter is a good stress test for your patience. The platforming isn’t unfair, but rushing got me killed more here than in any combat encounter.

Replaced cyberpunk in-game screenshot

Chapter 7 – Late-Game Combat Tests

By Chapter 7 the game assumes you’re comfortable with every mechanic it has taught so far. The focus here is on high-intensity combat arenas mixed with environment hazards.

  • Mixed enemy waves: You’ll often face melee bruisers, agile foes, and ranged units at once. Start each encounter by eliminating the ranged threats, then kite the rest into tighter packs for efficient crowd control.
  • Environmental hazards: Explosive objects and drops can thin groups if you lure enemies into them. Don’t rush to detonate; wait until at least two enemies are in range.
  • Energy management: If you’ve been hoarding your abilities, now is the time to spend aggressively. It’s better to burn energy early in a wave and take control than to save it for a perfect moment that never comes.

Take note of which encounters give you the most trouble and consider practicing them, especially if you’re eyeing a later Hard or near-deathless run.

Advertisement

Chapter 8 – Side Missions & David’s Quest

Chapter 8 gives you one last breather in the form of more open routes and optional content, including David’s Quest and cleanup opportunities for collectibles.

  • David’s Quest: Follow the quest markers but don’t be afraid to deviate slightly if you see a suspicious side street or rooftop. Side quests here often share space with hidden scans.
  • Hub revisits: You’ll re-enter familiar districts with new traversal options or combat tools. Re-check earlier “dead ends”; several become accessible thanks to your expanded move set.
  • Difficulty spike warning: Some optional fights tied to side content hit as hard as main-story arenas in the final chapters. If something feels impossible, progress the story a bit, then loop back with better upgrades.

This chapter is ideal for players chasing 100% completion. Take your time and clear any obvious gaps in your collectible list before the endgame rush.

Chapter 9 – Infiltrating Phoenix Corporation

Chapter 9 is the big infiltration push into Phoenix Corporation, combining everything you’ve learned: stealth, vertical platforming, tight combat, and environmental puzzles.

  • Layered stealth-combat: Many rooms can be partially cleared with stealth before a full-on fight breaks out. Always look up and down for alternate entries-vents, ledges, secondary doors—before you charge in.
  • Security systems: Expect laser grids, cameras, and drones. Watch their patterns before you move, and remember that disabling a single control panel often cascades to multiple obstacles.
  • Arena gauntlets: Several late encounters chain multiple waves. Don’t burn all your resources on the first group; keep some energy and Overdrive in reserve until you’re sure it’s the last wave.

From a pacing perspective, this chapter feels like the real “exam” on your build and skill. If you’re consistently surviving with a bit of health left, you’re more than ready for the finale.

Chapter 10 – Finale & Ending Sequences

The final chapter resolves REACH’s journey in Warren’s body and brings the Phoenix City story to a head. It’s structured around a few set-piece encounters and a culminating fight that demands confident use of every tool you’ve earned.

  • Pre-finale prep: Before you trigger the point of no return, make sure you’re happy with your combat habits. There’s no radical respec here—success is about execution, not a last-minute build swap.
  • Final gauntlet: Enemy waves are tuned to punish tunnel vision. Always keep track of off-screen threats; move often, rotate targets, and use finishers to thin crowds quickly.
  • Boss-style climax: Without spoiling specifics, expect clear telegraphs, multiple phases, and pattern recognition. Spend the first attempt just reading animations and attack chains; once you see the pattern, the fight becomes dramatically more manageable.
  • Story closure: After the last major encounter, let the game breathe. The ending sequences reward players who have paid attention to scattered lore and collectibles throughout the previous chapters.

Once the credits roll, you’ll have a solid sense of where you struggled most. Those chapters are the ones worth revisiting if you decide to push for Hard difficulty runs or a more efficient collectible sweep.

Advertisement
F
FinalBoss
Published 4/21/2026 · Updated 4/21/2026
Advertisement