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Seattle Day 1: Channel 13 to The Birthday Gift

Into the Channel 13 TV station and out through the tunnels, then the theater and the museum.

Four chapters: a short climb into the Channel 13 TV station and a fast way out, The Tunnels under the city with masks on, The Theater, and The Birthday Gift. The Tunnels hold the most: a workbench, three cards, five artifacts and a journal entry. The Birthday Gift has no Supplements or Parts.

Parts: Channel 13 VanUpgrade
Location
Seattle Day 1 · Channel 13 – At the top of the stairs from the Well Wishes store, the Channel 13 News van is parked straight ahead, to the right of the station. Check its back before you climb up to the building.
Summary
Parts in the news van outside the station.
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Supplements: Before the Air DuctUpgrade
Location
Seattle Day 1 · Channel 13 – Climb to the raised terrace and go in by the rope that hangs out of a window. Follow the hallway to the end of the floor: they're in the side room behind the door there, just before the air duct.
Summary
Supplements in a side room on the station's first floor.
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Parts: Control BoothUpgrade
Location
Seattle Day 1 · Channel 13 – Crawl through the duct and drop into the newsroom, where bodies hang from the ceiling. The control booth is on your left as you land; the parts lie on its floor.
Summary
Parts on the floor of the newsroom's control booth.
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Trading Card: KimimelaCollectible
Location
Seattle Day 1 · Channel 13 – Up the stairs from the Well Wishes store, climb to the station's raised terrace and go in by the rope from the window. Follow the hallway to the air duct at its end and crawl through into the newsroom. Take the stairs up, edge along the narrow ledge outside the building, then go to the office at the far end: the card is on the desk.
Summary
One of the 48 Trading Cards, in an office past the outside ledge.
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Into the TV stationQuest step
Location
Seattle Day 1 · Channel 13 – From the card's office, go through the door with a body lying in front of it and up to the next floor. Open the glass door there; a scene plays.
Summary
The search through the station ends at a glass door on the floor above.
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Artifact: Dad's Pep TalkCollectible
Location
Seattle Day 1 · Channel 13 – After the scene, search the offices on this floor: the note lies on a couch in the last office on the right (it may be on a chair). Pick it up only after the scene: taken before it, it has failed to count for some players.
Summary
A note left in an office on the station's upper floor.
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Before you drop out of the wall

Take Dad's Pep Talk (and the Supplements on this floor) before you hop out through the opening in the wall. The route goes down and out of the station from there.

Escape to the tunnelsQuest step
Location
Seattle Day 1 · Channel 13 – Hop out through the opening in the wall and take the stairs down to the newsroom. Move from cover to cover to the open door at the back, or simply run: nothing is left to collect. Outside, keep sprinting downhill past the soldiers above until you reach the tunnel entrance.
Summary
The station is now full of WLF soldiers; get down through the newsroom and out to the tunnel entrance.
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In The Tunnels the masks go on. Past the rope swing come Shamblers, a tougher kind of infected that bursts into acid spores when you get close: keep your distance, lay Trap Mines and go for the head.

Subway station and the trainQuest step
Location
Seattle Day 1 · The Tunnels – Squeeze through the rubble down to the platform, with infected on the left and soldiers on the right. Throw a bottle or a brick to set the two groups on each other and deal with whoever is left, then open the train door at the end of the platform together with Dina.
Summary
Soldiers and infected share the first platform; let them fight, then get into the train.
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Artifact: Subway NoteCollectible
Trading Card: The ImpCollectible
Location
Seattle Day 1 · The Tunnels – Leave the carriage and crawl under the train. Turn left, not toward the red glow, to the blue train: the card lies against its side among bin bags. Turn on the flashlight and walk close along the train until the pickup prompt shows.
Summary
A card hidden by a blue train, easy to walk past.
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Workbench: Tunnels Storage RoomArea
Location
Seattle Day 1 · The Tunnels – Go through the doorway lit red and climb the ladder. Leave the yellow cable on the floor for now and step into the side room on the right: the workbench is there.
Summary
The chapter's one workbench, in a side room at the top of a ladder.
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Before the rope swing

Take the Subway Note, The Imp card and the workbench before you throw the cable and swing across.

Supplements: After the Rope SwingUpgrade
Location
Seattle Day 1 · The Tunnels – Pick up the yellow cable, throw it over the pipe and swing across to the raised area. They're on the floor of the room on the right.
Summary
Supplements in the room past the swing.
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Shambler rooms and the officesQuest step
Location
Seattle Day 1 · The Tunnels – From the workbench, throw the yellow cable over the pipe and swing across, go through the room on the right and crawl through the gap in the wall. Drop down on the right and kill both Shamblers: Trap Mines, then headshots with the shotgun or the Revolver. The office block lies past the chain door.
Summary
Two Shamblers wait in the rooms past the rope swing, with an office block beyond.
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Journal: Shambler EntryCollectible
Location
Seattle Day 1 · The Tunnels – Once every enemy in these rooms is dead, stand over a Shambler's body and use the prompt.
Summary
A journal entry about the new infected, written at a dead Shambler.
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Trading Card: Dr. Daniela StarCollectible
Location
Seattle Day 1 · The Tunnels – Go through the chain door at the back left and along the corridor to the first blue door on the right. Crawl under the table at the back right of the room and through the hole in the fence: the card is on the table inside the cage.
Summary
A card inside a fenced cage in the first office.
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Artifact: Whittled StatueCollectible
Artifact: Soda Can NoteCollectible
Location
Seattle Day 1 · The Tunnels – In the same room, smash the glass front of the Special Cola machine: the note is on a can inside. The keypad door on the left of the break room opens with 15243; open it on any run, since it costs only the code and it may count toward the safes.
Summary
A note on a soda can, with the start of the locker room code.
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Artifact: Locker Room NoteCollectible
Locked Room: Tunnels Locker RoomOther
Before the metro station

Take the Shambler journal entry, the card in the cage and the three break-room artifacts before you go on: the double doors into the metro station shut behind you. In the station, take the Bastet card before you climb the big red box.

Supplements: Behind the Blue TrainUpgrade
Location
Seattle Day 1 · The Tunnels – Leave the break room, drop into the next large room and clear the infected there, then go through the right-hand door into the metro station. Pass through the nearest blue train and check the space behind it.
Summary
Supplements behind the first blue train in the metro station.
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Trading Card: BastetCollectible
Location
Seattle Day 1 · The Tunnels – Past the break room, drop into the next large room, clear the infected there (Shamblers again) and take the right-hand door into the metro station full of wrecked trains. Before you climb the big red box, crawl under the train to its left: the card is inside that carriage.
Summary
A card inside a toppled carriage in the metro station.
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Artifact: Subway Station NoteCollectible
Metro station and the runQuest step
Location
Seattle Day 1 · The Tunnels – Go down the ramp, help Dina up and wait while she gives you a way to climb after her, then follow the path to a scene. When it ends, run with Dina away from the infected and out through the turnstile to the street; another scene follows.
Summary
A scene further down the line sets the infected loose; run with Dina for the street.
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The Theater is a quiet search of one building: two cards and four artifacts. The keys to the locked door downstairs only turn up once the power is back on.

Trading Card: MortemCollectible
Location
Seattle Day 1 · The Theater – After the scene, walk straight ahead to the counter at the back of the lobby. Smash the glass display behind it, the one furthest right, and take the card from the bottom shelf.
Summary
A card in a glass display behind the lobby counter.
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Artifact: Program for CassandraCollectible
Artifact: Lone FEDRA Soldier Journal #1Collectible
Location
Seattle Day 1 · The Theater – The main door on the right of the lobby is locked for now, so go upstairs. On the balcony across from the bar, the journal is on the coffee table next to a makeshift tent. The two journals' numbers may be the other way round; you take both on this floor either way.
Summary
The first of two journals left by a soldier who camped in the theater.
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Trading Card: BeyondCollectible
Location
Seattle Day 1 · The Theater – From the bar, follow the first hallway to its very end: the card is on the floor by the couches piled against a door. Take it on this run: picked up on a Chapter Select replay, it has failed to count for some players.
Summary
A card at the end of the upstairs hallway.
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Power the theaterQuest step
Location
Seattle Day 1 · The Theater – Go through the staff door beside the bar and the stairs into the Projection Room. Follow the yellow cable out of the window, climb up to the roof and start the generator in the small utility room.
Summary
The projection room is dark; a generator on the roof brings the power back.
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Artifact: Lone FEDRA Soldier Journal #2Collectible
Location
Seattle Day 1 · The Theater – Climb back down into the Projection Room, now with the lights on: the journal lies on top of the radio. It may instead be by the laptop on the desk.
Summary
The second soldier's journal, in the Projection Room.
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Artifact: The Sick Habit Flyer / Set ListCollectible
Location
Seattle Day 1 · The Theater – Go back down to the lobby and unlock the main door on the right with the keys. Walk down to the stage: the flyer lies on the box in the middle of it.
Requires
Summary
A band's flyer and set list left on the stage.
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Before you open the curtain

Opening the stage curtain starts a scene that ends the chapter. Take both cards and all four artifacts first, and the Supplements and Parts if you want them.

The Birthday Gift is a calm chapter set around a museum: two journal entries, two cards, one artifact and the Looks Good On You trophy, with no Supplements or Parts.

Journal: T-Rex EntryCollectible
Before you dive

Write the nameplate entry before you climb the dinosaur and dive into the water.

Looks Good On YouAchievement
Location
Seattle Day 1 · The Birthday Gift – Climb the dinosaur, dive in and follow Joel into the museum. Take the hat from the gift shop on the right of the entry hall, put it on the two dinosaur skeletons nearest the door of the big exhibition hall (one each side), then on Joel: the trophy pops once he wears it.
Summary
A trophy for putting a hat on your companion.
Trophies
  • Achievement · SteamLooks Good On You
  • Bronze · PlayStationLooks Good On You
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Trading Card: The NighthawkCollectible
Journal: Space Capsule EntryCollectible
Before the helmet

Have the trophy, The Nighthawk card and both journal entries before you take the helmet and climb into the capsule. The route goes on to the second building after that.

Museum hallsQuest step
Location
Seattle Day 1 · The Birthday Gift – Take the helmet on the left and climb into the capsule; a scene plays. Afterward, let Joel get the next door open, dive into the water and let him boost you up through a window into the Natural History Center, then find the way to open the door for him.
Summary
The space capsule, then a swim across to the Natural History Center.
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Trading Card: SauraCollectible
The chapter ends soon

The next scene ends the chapter, and it starts if you go on past the dark side room off the elk hall. Take the note in that room first; if the scene starts before you have it, restart from the last checkpoint.

Artifact: Note by the Butterfly DisplayCollectible
Location
Seattle Day 1 · The Birthday Gift – From the elk hall, head into the unlit side room to your left and squeeze through the gap low in its wall. The note lies beside a body, near the butterfly display.
Summary
A handwritten note in a dark side room of the Natural History Center.
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About this guide

Three runs of the story, plus No Return alongside any of them. Run 1, on any difficulty below Grounded, takes every collectible, safe, manual, weapon and workbench; before the last chapter of that run, make a manual save to keep for cleanup. Run 2 is New Game+ on Very Light with Permadeath set to Per Chapter: it finishes the upgrades, which one run doesn't give enough Supplements and Parts for. Run 3 is Chronological mode on Grounded. After the credits, Chapter Select replays a chapter, with limits: the chapter list follows your latest autosave, so replaying an early chapter hides the later ones until you reload the cleanup save, and Supplements and Parts taken on a replay don't count toward the upgrades.

Last verified: Nov 12, 2026 · Patch Remastered, latest patch (PS5, PC on Steam and Epic) · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.