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PsychoHopping
Post Trauma

PsychoHopping

Navigate the confusing school grounds in Post Trauma's Act 3 Roman. This guide details finding the Mobile Phone, solving clock puzzles, and obtaining the Shotgun.

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Navigate the confusing school grounds in Post Trauma's Act 3 Roman. This guide details finding the Mobile Phone, solving clock puzzles, and obtaining the Shotgun.

Walkthrough
  1. 1
    Begin in the School Courtyard, interacting with monuments and a statue of Helen.
  2. 2
    Follow the path to the right of the statue, navigating confusing camera angles to find a new path leading to a building.
  3. 3
    Approach the gate of the building to trigger a cutscene and receive the Mobile Phone.
  4. 4
    Enter the building and proceed to the map on the wall. Note the safe room, Teacher Room 01, where a red clock shows 10:05.
  5. 5
    Explore the Main Corridor. The Music Room and Classroom A01 are initially inaccessible or part of another puzzle.
  6. 6
    Proceed east down the Main Corridor. The Chapel requires a key. A restroom contains a blue clock showing 9:20.
  7. 7
    Enter the Janitor Room (Consierge). Find Pistol Ammo in a green cabinet. Solve the bulletin board puzzle to get the code "413" for the combination lock.
  8. 8
    The combination lock reveals a color sequence: Red, Blue, Red, Green, Blue.
  9. 9
    Return to the Main Corridor and enter the Teacher Corridor. Enter the rooms corresponding to the color sequence: Teacher’s Lounge (Red), Teacher 02 (Blue), and Headmaster (Red).
  10. 10
    In the Teacher’s Lounge, find a yellow clock showing 9:05.
  11. 11
    In Teacher 02, find shotgun shells in a green cabinet.
  12. 12
    In the Headmaster Room, take the School Keychain (School Keys) from the desk.
  13. 13
    Note the grandfather clock and a red paper clue: "The red clock is half right, The yellow clock always lies, The blue clock is half wrong."
  14. 14
    Using the clock times (Red: 10:05, Blue: 9:20, Yellow: 9:05) and the clue, set the grandfather clock to 10:20 to obtain the Shotgun.
  15. 15
    Use the School Keys to enter the Music Room.
  16. 16
    In the Music Room, fight the "Sword Puppet" enemy. Note the grid puzzle and another clock for a future puzzle.
  17. 17
    Return to the Main Corridor. The "Sword Puppet" will now be active at the east end.
  18. 18
    The lockers are now cleared, allowing access to classrooms. Enter Classroom A03.
Tips
  • Pay close attention to camera angles in the Courtyard, as they can obscure paths.
  • Turn off your light when viewing the school map to avoid glare.
  • The times on the clocks may vary per playthrough, but the puzzle logic remains the same.
  • The Shotgun has a long recoil animation, so time your shots carefully.
  • The "Sword Puppet" can be dodged by backing away when it winds up its attack.
  • Mobile Phone
  • School Keychain (School Keys)
  • Shotgun
  • Pistol Ammo
  • Shotgun Shells

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