Chapter 2 of REPLACED put us through a lot of detective work and side quests to unlock all the upgrades and collectibles. Chapter 3 brings the game back to the action-packed platformer that we glimpsed in Chapter 1. So, prepare yourself for many combat encounters, new enemies, collectibles, upgrades, platforming, and a two-phase boss fight at the end. We are going to cover all of them in this Chapter 3 Full Walkthrough All Collectibles guide for REPLACED.
REPLACED Chapter 3: All Collectibles
Chapter 3 is huge and has many collectibles hidden throughout the levels. Here are the details for all of them.
- Health Upgrade #1: Genetic Profile
- Health Upgrade #2: Genetic Profile
- Music Track: Solve a Problem
- Weapon Upgrade: Kinetic Inductor 1
- Scannable Objects:
- Prospero Information Board
- Ironwood’s Interview
- Prospero Incident Recording
- Termite’s Diary
- Warden’s Letter
- Water Station Notice
- Kennedy’s Speech
- Corpse Butchering Guide
- Incriminating Chat
- The City Gets a New Name
- New Prospero Head Worries
- Unsent Letter Home
- Miner’s Last Words
- Prospero Universal ID Card
It Begins
After our fancy car crashes, Tempest will use a flare to guide us through the dark tunnel. He will also share environmental details of our surroundings. After a brief walking session, he will ask you to examine the area.
Scannable Object: “Prospero Information Board.”

Here, head up the stairs and interact with the spot on the left to get “Prospero Information Board.”
Head down the stairs, meet with Tempest, and choose Proceed to continue. After a short walk, we will enter our first puzzle section in the chapter. And we will also get a sweet Pickaxe as our heavy attack weapon.
Pickaxe: We can use Pickaxe to hook onto shabby walls to cross different sections in the game. It is a tool that will be very active in platforming sections. We will also be using Pickaxe to break the enemy’s shield and armor pieces. Press Shift during combat to perform a heavy attack on enemies with a shield or enemies with an exosuit. The only way to deal any damage to the enemies is by breaking their armor pieces.
Now turn around from Tempest, head left, and climb the ladder to the top. You will come across a gap between platforms, jump, and use the Pickaxe on the shabby wall to traverse over the gap.

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Health Upgrade #1: Genetic Profile

Soon you will see four pillars with shabby walls leading to the right. Instead of heading in that direction, take the green door on the left, shown in the picture, to get the first health upgrade in this chapter.
Now head back to the spot with the pillars with shabby walls, and use the pickaxe on the wall to get to the other side. Follow the route on the right and climb down the ladder at the end.
Combat Encounter #1

Here we will deal with one special enemy, which is the guy with the shield. You can’t directly attack them, or your attack will get blocked. And no, you can’t even attack them from behind, like in Arkham games. The only way to attack them is by removing the shield. Press Shift near these enemies to break the shield with the heavy attack.
Note: If these shielded enemies are far away from your spot, they will perform a charge move, which can be countered, but only if you are facing in the direction and press the counter (RMB) button. If they are charging you on your left and you press the RMB button while looking to your right, the counter will not work. You must face the enemy to counter their attack.
Chase Sequence

Defeat all the enemies, and interact with the machine to lower the cart between the gaps so Tempest can get through. Now head to your right, and you will meet Tempest near the gate on the right. He will then use the gun to shoot the padlock to open it. Go through the door, and a cutscene will trigger, with Tempest distracting the enemy spotlight for us to make a run to the other side. It’s a chase sequence with a lot of platforming, but the game is generous enough to provide autosaves between the platforming sections.
Combat Encounter #2

Once you get to the other side, you will end up in a dark tunnel. Here, just keep moving to the right, and you will start the combat encounter. This combat encounter will introduce a new enemy, it’s a common big guy, as we faced before, but this one has an exosuit. The suit provides the enemy with shielded armor on both of his hands.
You can’t directly attack the big guy, whether with your melee weapon or gun; your attacks will get blocked 100% of the time. I recommend getting close to his spot, rolling to his back, and using the Shift key to break a piece of armor. Repeat it once more to break both of his shielded armor on his hands to attack him directly.
Scannable Object: Ironwood’s Interview/ Genetic Profile

After the combat is over, move to the right, climb the stairs, and head to the left, and you will find “Ironwood’s Interview.”
Now turn around and head all the way to the right. Eventually, you will cross a room with brick walls. In the middle of the room, you will find the Genetic Profile upgrade. This one is hidden from the camera, as the room’s walls will hide the upgrade location. But once you get to the middle of the room, you will get the option to pick up the item at the bottom of the screen.
Small Puzzle
Exit the room from the right and then head down the stairs. Here we will encounter a small puzzle. Press the button on the green terminal in the middle of the room to move the stone cube hanging off the ceiling. Now head to the right, here you will need to press the button on the machine to bring down the wall hanging above.
Scannable Object: Prospero Incident Recording

But the machine will be inoperable. Head to the right of the machine, through the barely visible wall, and you will find the battery sitting in the middle of the room. To its right, near the dead end, we will find the object, “Prospero Incident Recording.”
Now carry the battery to the machine, insert it, and voila, now you can press it to lower the wall. Once the wall is on the bottom floor, press the switch again, and then jump on the wall to get to the upper floor. It’s a timed mechanic; you must press the button and jump in a few seconds to grab onto the wall as it moves up.

Once you are in the upper region, it’s time to move to the left. The entire section is filled with platforming, so make sure to time your jumps, or you will fall through to the ground below. If you do fall, instead of getting back up in the old-fashioned way, just hit restart from a checkpoint. Since the game autosaves between platforming sections, you will get to the last point quicker this way.
Soon you will reach a floor with a terminal in the middle. Press the terminal to lower the shipping container. Now, get to the side of the platform to jump onto the shipping container as it moves up. Press the terminals between platforms to keep the container moving up, which means getting out and pressing the button.
Scannable Object: Termite’s Diary

Once you have made it to the top, on your left, you will find a scannable object, “Termite’s Diary.”
Combat Encounter #3
Now exit the room, and you will soon find yourself standing in front of mobs of enemies, including the big guy with an exosuit. Take care of the enemies with the guns, then shield the enemies, then bring your attention to the common ones, and save the big guys for the ending.

Once the combat is over, move to the right, climb the ladder to the top, and then make your way to the right. At the end, turn around and jump onto the ledge of the building to your left. And then another jump to the long yellow pole on the right. You know what’s going to happen: the pole will break in the middle and drop you into a combat scenario.
Combat Encounter #4
This is one of the tougher combat scenarios in this chapter; again, the gameplay stays the same. Take care of the enemies with guns, then focus on the shield, and lastly, you can focus on the common enemies and big boys.
Music Track: Solve a Problem

Once the combat ends, head left, climb the ledge to get the Music Track collectible next to the door to the subway train.
Scannable Object: Warden’s Letter

From the music track collectible, move to the right and then take the stairs in the middle. Now move all the way to the left to find the scannable object “Warden’s Letter”. Now get back to the stairs and head to the right and enter the Pumping Station.
Waterways Puzzle Area
After a few steps, you will encounter a new puzzle scenario. Here you are to stop two waterways to open the route to the next section.
- First, head up the ladder, and turn the first valve to stop the water on the right, covering the wall. Now jump on the wall on the right and jump to the floor on the left.
- Here, turn the second valve to stop the water on the other side of the wall. Now you know what to do, make your way to the floor above, and turn the third valve.
- And lastly, once you reach the top floor, here you will find the last valve; turn it to put a stop to the water. Freeing the area for exploration
Scannable Object: Water Station Notice

On the Fourth or final valve, you will find a scannable object attached to the machine, “Water Station Notice.”
Weapon Upgrade: Kinetic Inductor

Before we head up to continue with the mission, make your way to the bottom-right of the puzzle area by heading down the ladder and jumping on the floor on the right, near the end. Here, you will find the “Kinetic Inductor”.
Once you grab the upgrade, take the ladder to the top and follow the route on the right, and it will lead you to the next room.
Scannable Object: Kennedy’s Speech

Now turn right, keep moving in that direction until you fall into the water below. Now turn left, and you will find the scannable object, “Kennedy’s Speech.”
Dark Hallway Section

Now start moving to the right from the last scannable object, and climb on the wall to get to the next room. Here, take the ladder to the second floor, push the box to the side, and climb over to the next room.
In this new area, everything will be a bit darker without any sign of light. Luckily, the box in front of us has a good amount of Flares. Grab the flare and start heading to the right. While it might sound simple and easy, it gets difficult later on.
Soon, you will encounter new enemies who will rush at your location from both directions. Simply pointing the flare will make them turn around and leave. These enemies will show up on your back and front. If you see an enemy approaching from behind, just turn around and stand still for a couple of seconds until they leave. The same goes for enemies who show up on the front.
Freeing The Slave Leader

After the section, you will go through a waterfall, which, as you can guess, will extinguish the flare. In this new room, head to the middle and interact with the Slave Trader NPC. He will ask you to free him so he can help you cross the next section. The next section is another dark room, where you have to hold the flare to go through it, but unfortunately, there are plenty of waterfalls on our way, which will extinguish the flare. Freeing up the Slave Leader and other slaves is the only way to complete the mission, as they will help you turn down the waterfalls on the route to the next section.
Talk to the Slave Trader NPC, and after the conversation, the game will introduce a brand new enemy. It’s the same enemy that was chasing us in the dark room previously. These enemies are agile, and their attacks also share the same ability. Their attacks have three counter prompts back to back, and they also throw projectile ropes to freeze our character in place. The best way to defeat them is by countering all three attack yellow promos, or simply, a gun takedown will easily kill them.
Don’t attack them directly, as they will dodge every single melee attack. Waiting for the counter or a gunshot is the only way to take these enemies down.
Combat Encounter #5
After you kill the enemy, make your way to the top, and then start moving to your right. And you will soon each have a new combat arena with some agile enemies, along with the common enemy variants. The tactic I would recommend is to target the agile enemies first.
You can do that by building up gun charge by beating common enemies and then shooting the gun at these agile enemies to put them down with one shot. The longer these enemies stay on the battlefield, the more annoying the combat will become. After getting rid of the agile ones, prioritize your focus on the shielded enemies, and then you can concentrate on the rest.
Scannable Object: Corpse Butchering Guide

After you have killed all the enemies, start heading to the left, and you will find a rolling cart of green lights. Near the cart, you will also spot a scannable object, “Corpse Butchering Guide.”
Radio Puzzle

Now, interact with the cart and push it to the middle of the room. Once the cart is in the middle, the red lights on the back will turn green, kickstarting the power to the hanging platform on the right.
The password for this puzzle is CADB – Chains, Knife, Eye, Cross. If you want to know how to crack the puzzle, you can check our guide on the puzzle to know the steps to crack the safe code. After inputting the correct sequence, the Slave Leader will be free.
Scannable Object: Incriminating Chat
In the terminal, where we input the password, head to the DELETE LATER tab to get this collectible.
Now, make your way back to the Slave Leader spot and start heading to the right. As you will have to go through another dark, but you will have people behind you controlling the flow of water, only move when the water is not falling, or you will lose the flare. Once you reach the end, pull the giant cart with the help of the slaves to open the route to the other side.
Scannable Object: The City Gets a New Name

Make your way to the right, jump on the platform, now under the second platform, you will find a collectible, “The City Gets a New Name.”
Platforming Through Steam Vents
The saving grace here is the autosave system; once you cross certain lines in platforming, the game will save your data. So even if you make a mistake, you will start from the auto-save point. So always push forward and watch out for the steam vents. It will take a while, but once you get to the top, take the doorway in the middle to the next room.
Combat Encounter #6 & 7
In the next room, drop down to the ground and crawl in the vents to the left. Don’t go all the way to the left; you will find nothing. Just get out of the hole in the middle. Prepare for a rough fight, with agile, shielded, and a single big buy. I will recommend taking out the shield guys with the pickaxe, build up the gun shot charge to kill the agile nemesis. After the arena is cleared of all agile and shield enemies, bring the focus to the rest.
After the combat scene is over, move to the left, and after a short walk, you will enter another combat encounter. Here we have some enemies with guns and shields; prioritize them before the rest.
Scannable Object: New Prospero Head Worries/ Unsent Letter Home
Once the combat is over, move to the left and grab the scannable object, “New Prospero Head Worries.” Now head right and make your way back to the top.

Once you climb all the way to the top, you will come across a spot with the shabby wall on the left, which is our main path. Take the path on the right, and you will find “Unsent Letter Home.”
Combat Encounter #8 & #9
Now just move to the left, and follow the linear path to the top, and you will enter a new combat encounter. What makes this encounter special is that you have to face two big guys with exosuits. The game plan stays the same: just take care of the enemies with a gun, then shield, save the big guys for the end. Always break their shield before attacking. You can shoot them with your gun, but only after they lose both armor on their exosuits.
Once the combat encounter ends, you will soon get into another combat encounter, but this time in front of a projector, a cinematic combat experience. Defeat all the enemies, take the path on the right, and it will lead you to the next puzzle scene.
Scannable Object: Miner’s Last Hours

Get to the right, you will find a dead body lying on the floor, interacting to grab ‘Miner’s Last Hours.’
Keycard Puzzle
From the last scannable object, head to the left of the area and take the stairs to start the puzzle. Our goal is to turn all three red lights green. Interact with three terminals on the left to turn the red lights into green.

Once all three of them are projecting green lights, head down the stairs, and on the right, you will spot four people dead around a round table. Interacting with the area helps you get the ‘Prospero Universal Keycard’.
Boss Fight: Uncle Ben

Now add the keycard into the machine on the right of the table to unlock the ladder to the hidden hatch on the ceiling. Climb the ladder to encounter the boss fight with Uncle Ben. It is a difficult fight with two phases. If you are struggling to beat the boss, we have a fantastic guide to help you figure out the moves and the tips to take down the fight.
After the battle is over, the entire arena will fall apart. Here, just move to the right, and Reach will dive down to the water below to end the chapter.




