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Posttraumatism Tips & Tricks

Tags: Posttraumatism Game Guides, Posttraumatism Hints, Posttraumatism Walkthrough


When you check the bucket, you’ll see a key inside, but we’ll get to
that later. Zoom on the chest, click on the left side beside it, you’ll
get a note “To Sonya” from Tyle. 
On its other side there are instructions on how to make a boat. 
Zoom out. You’re able to look up, but you can’t do anything there yet, 
so go right. 

Click the left side of the shelf under the window, then click the upper 
left side of the shadow, get the knife. Go right. 

Click the boxes, click the shadow on the left, take the note “To Sonya” 
from Anna. Move left, click the upper box, use the razor on the bottom 
right corner, take the file. Move back, go to bottom box, check out the
book and the note. You can break the vase, but nothing comes out of it.
Go right. 

Click the blood in front of the door, go right, there is something red 
under the door. It’s a magnet. Use the file to get it. Go right. 

Read the diary on the table, something will drop out. Go under the table,
you’ll find a pencil behind the far left leg. Double-click the pencil 
and use the razor to sharpen it. Move back. I that same view (with the 
table on your left) you’ll see a smudge on the wall, click on it and 
use the razor. Remember the instructions on how to make a boat? Let’s 
make a boat: double-click the piece of wallpaper, and click once to 
face the white side, now click once in the lower right part of it. 
Now click the top right corner, then top left corner and now, bottom
left corner. Voila – we have boat! 

Now let’s get the key out of the bucket. Take the magnet and stick it
to the bottom of the bucket. You’ll also get a view of the movement of
the key. Drag the magnet (holding the left click) towards the top of 
the bucket. When you see a line “I think I can reach it now!”, leave 
the magnet and take the key. Zoom out.

While in that view, click the left corner of the carpet, use the razor
(not too close to the wall), then use the file on the grid. Put the boat
inside and click on it to get it moving. It will come back. Take it and
use the pencil on it. Put it back, click on it. It will bring a 
screwdriver. Zoom out, go right (to face the wall with the chest). 

Zoom in on the chest, use the key on it. You’ll get a newspaper article
and a doll’s head. Turn it and take the key from the hole. 
Zoom out from the chest. Look up. 

Use the screwdriver on the light. You try the new key but it doesn’t 
fit. Put it into the doll head’s hole to smudge some ashes on it. 
Put the key into the key hole again and now you have an imprint of 
the lock. 
Now examine the key and use the file on it. Go up. 

There is a plastic sheet on the right part of the ladder, take it. 
Go right, you’ll find the last note. We’ll get to the wheels soon 
enough. Now go down, go to the bottom box, open the book and 
double-click the plastic sheet. It doesn’t make sense now, but if 
you move it a little to the left (or, a little further, as Taylor 
says), you get the letters E,N,E,W (east, north, east, west – I would
do it differently but hey…), which are the instructions for the wheels.
Climb up the ladder and go right. 

There are arrows on the wheels. Use the instructions, but in this case
(as in other games also) the west is to your left and the east is to 
your right. So, ENEW is right, up, right, left. Pull the lever down. 

Yeah, you’re out.
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