Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (2025)

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (1)

Post Trauma Guide: Act 3 Part 2

Area List (Tap to jump down the page!)

The First Metronome Piece

Basketball Puzzle

Solving The Metronome Puzzle

Waking Roman Up

After the boss fight, Roman will be knocked out and as a result, Post Trauma’s Act 3 switches things up and we’ll now be playing as Freya. She’s a nimble, quick character that can easily scout out areas faster than Roman can. That’s handy because the next set of puzzles will test your listening skills, as well as your memory.

Remember the gaps in the walls you may have found during the school exploration? Well, whether you did or didn’t, we’re about to backtrack through these sections now for the next puzzle!

The First Metronome Piece

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Head on over to the Music Room (which you should have unlocked with the School Keys as Roman) and head on inside.There’s a metronome on one of the desks and a clock on the wall. Make a note of the clock as we’ll need this for later – along with the Metronome location.

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (2)

Before we do anything else, we need the other parts of the metronome first, and that requires some backtracking.

Head all the way up the hallway to Class A07 (the one with a red glow down that long hallway)

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (3)

Inside Room A07, squeeze through the gap into Room A06 and grab the Metronome Piece from the table. Also make a note of the clock up on the wall too and try to remember the tempo of the ticks!

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (4)

Next, head on over to the Filing Cabinet Room (the one en-route to the Chapel on your map) and squeeze through the gap.

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (5)

Head up the stairs and follow the linear path into the Gymnasium.

Basketball Puzzle

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Inside the Gymnasium, you’ll notice a red panel on the wall, which controls the scoreboard above for the basketball game.

On the table in the corner, near the stairwell, you’ll find the rules of the basketball game here. Make a note of the different points, and I’d highly recommend a pen and paper for the next bit! Or, well, I guess just following our guide would suffice too!

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (6)

Once you’ve done this, head toward the back of the Gymnasium and into the Locker Room (the unmarked room next to the Nurse’s Office on the map).

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (7)

On the bench, you’ll find the match report for the basketball game. Now it’s a case of working out how many points each team have scored in the game. To save you the math work, here are the results:

  • Team C managed to score 13 points.
  • Team B managed to score 21 points.

Phew, not even close, Team B smashed them… but who’s the Home team? Well, underneath the scoreboard you’ll notice the number of fouls. On the Match Report, you just need to work out the number of fouls and… oh dear. The Home Team were the losers with a measly 13 points.

Once you input the scores – 13 and 21, you’ll gain the Metronome Weight.

Solving The Metronome Puzzle

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The scoreboard will also begin buzzing rhythmically here. This, again, is the tempo you need to remember. The marked circle on the scoreboard pulses in time — this beat is the one you’ll need to replicate for the third metronome.

The easiest way to remember this is – Slow >Medium >Fast for the three tracks.

Return to the Music Room and you’ll notice that hitting left and right on the directional pad by the Metronome (after adding the pieces), will allow you to switch between three tempos. Ala. the three different clocks we’ve been seeing.

Set the First Metronome for the shortest tempo at 60.

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (8)

The Second Metronome (the one in the middle) can just be synced with the clock inside this classroom. Set it for 100 and if you’re stuck, get close to the clock by the wall and listen – both should be the same tempo.

Finally, the Third Metronome needs to be set for 160 as this is our fastest clock from Room A07.The drawer should then spring open and give you the Nurse’s Office Key.

Metronome Settings:

• Metronome 1 – 60 BPM (slowest scoreboard tempo)

• Metronome 2 – 100 BPM ( this matches the in-room clock tempo)

• Metronome 3 – 160 BPM (Room A07 tempo)

Waking Roman Up

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Head back to the gymnasium and all the way to the Nurse’s Office, which we can now open with the Keys. Inside you’ll find Smelling Salts.

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (9)

With these in hand, head back to the Chapel and approach Roman. Interact with Roman (don’t select Salts from the Inventory to give to him, it won’t work) and choose ‘Yes‘ to wake him up.

After the cutscene, we’ll now be back in control of Roman. Approach the Spear in the middle of the Chapel to gain the Achievement: Defender for collecting all weapons. Or at least you should if you’ve been following our guide!

Finally, approach the light in the wall and select ‘Yes‘ to enter. Not only will it trigger a cutscene, but you’ll also gain Achievement: All Aboard for completing Act 3.

<< Act 3 Part 1 (Roman/School)

Act 4 Part 1 >>

You can check out our full walkthrough and game guide here!

Post Trauma Guide: Act 3 Part 2 (Freya) Walkthrough & Puzzle Solutions (2025)
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