Post Trauma

Post Trauma: PS5 Platinum Trophy Guide

Post Trauma

PS5

Post Trauma has two train sequences to track separately: the opening padlock earns Clever, and the speed of the train in the final act determines the ending. Gather weapons and tapes across the five acts, then save before the closing decision. That lets you try both outcomes without replaying the entire story.

Red Soul Games' Post Trauma, the 16-trophy PS5 base game. Includes the train solution and ending choice.

  • Difficulty: No difficulty requirement in the list
  • Missables and cleanup: Collect tapes and weapons as you go; keep a save at the end of act four
  • Online: No online trophies

Solve the opening train padlock

Walk through the carriages and read the symbols beside the route maps. Take the padlock mechanism from the mannequin at the back. Read the symbols in the order square, triangle, circle, X, triangle. Convert the routes into digits and enter 71651. After Clever, continue to the console with the red button to leave the train.

  • Check Clever before continuing into act one.

Take the first tapes in the subway and hospital

At the start of act one, climb from the tracks to the raised floor and check the yellow seats at the far end for Tape A. In the act-two hospital, check the mannequin's bed in room 51 for Tape B. The pistol is on the bed in room 46. Track tapes and weapons in separate columns: collecting one room's item does not clear the other.

  • Check both rooms 46 and 51 before leaving the hospital.

Unlock the shotgun in the act-three school

When you reach the teachers' corridor, enter the clock-puzzle room and solve it for the shotgun. Collecting each weapon is separate from killing a threat for Survivor. Keep using the act-by-act tape list for later sections, rather than reaching the end before finding out what you left behind.

  • Check Defender and Remember as independent collections.

Save at the end of act four before changing speed

Keep the end-of-act-four file and do not overwrite it with a run that already committed to a branch. In act five, keep the speed high to hit Jill and receive ending A after the fight. For B, reload, slow down to let her live and continue. Both branches lead through the same Abomination arena puzzle.

  • Check It's Over and It's Done after the two different outcomes.

Switch Roman and Freya in the Abomination arena

Let the tentacle break the pillar blocking the route and use Roman at the levers. When a plate needs weight, lure the spawned creature onto it and defeat it there. Switch to Freya to align the symbols at the two panels, using the levers in the required order. Do not waste ammunition shooting the tentacle instead of working the mechanisms.

  • Finish the encounter on both train branches.

Trophies to watch

Clever

Solved Train Puzzle

Take the mechanism from the mannequin and enter 71651 after reading the carriage symbols.

Remember

Found All Tapes

Do not skip the subway's yellow seats or room 51's bed. Use the act list for the other tapes.

Defender

Found All Weapons

Find the pistol in room 46 and solve the school clock puzzle for the shotgun.

It's Over

Ending A

Take the train junction at high speed and complete the final encounter.

It's Done

Ending B

Reload before the branch, slow down to spare Jill and finish the encounter.

Frequently asked questions

Does the prologue code select the ending?

No. The opening padlock earns Clever. Train speed in act five determines A or B.

Do I need two full playthroughs?

Keep a save before the split. After one ending you can return there, change speed and replay the last stretch.

Do I have to kill every enemy for the weapon trophy?

No. Defender asks you to find the weapons. Search for optional pickups and track Survivor separately.

Sources

Trophy lists

Buying the game

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