Post Trauma
Post Trauma

How to Beat Enemy Database / Bestiary

Master the Post Trauma Enemy Database by learning adversary behaviors and weaknesses. Find strategies and item locations to survive the asylum's horrors.

Enemy Database / Bestiary

Welcome to the Post Trauma Enemy Database, your essential guide to surviving the horrors that lurk within the abandoned asylum. Understanding your adversaries is key to navigating this nightmare. This section details each enemy's behavior, weaknesses, and the most effective strategies for dealing with them, along with crucial item locations to aid your survival. Remember, stealth and resource management are paramount to survival.

Enemy Database / Bestiary - Post Trauma screenshot
Enemy Database / Bestiary

The Wandering Patient

These are the most common enemies you'll encounter, former residents of the asylum driven mad by its dark influence. They are slow but relentless, often appearing in groups. While individually not a huge threat, their numbers can quickly overwhelm an unprepared survivor.

  • Appearance: Gaunt figures in tattered hospital gowns, often mumbling incoherently. Their eyes are sunken, and their skin is sickly pale.
  • Behavior: They patrol fixed routes or stand idly until provoked. Once alerted by sight or sound, they will slowly pursue you. They attack with crude, flailing strikes that deal moderate damage. They have a limited perception range, making stealth a viable option.
  • Weaknesses:
    • Headshots: A single well-placed shot from the Rusty Revolver to the head will often incapacitate them instantly, conserving precious ammunition.
    • Light: They are disoriented by bright light. Using the Emergency Flare will briefly stun them, allowing you to escape or gain a tactical advantage. This stun effect can also be used to line up easy headshots.
    • Stealth: Their limited hearing and vision make them susceptible to stealth takedowns or complete avoidance.
  • Strategy:
    1. Avoidance: Whenever possible, stealth is your best friend. Crouch-walk (PC: C key | PlayStation: L3/Left Stick Click | Xbox: L3/Left Stick Click) to move silently. Observe their patrol patterns from cover. Utilize environmental elements like overturned furniture or dark corners to break line of sight.
    2. Engagement: If engagement is unavoidable, prioritize headshots. The Rusty Revolver found in the Janitor's Closet on the Ground Floor (requires Janitor's Key from the Reception Desk) is your primary weapon. Conserve your Revolver Ammo, as it is a finite resource.
    3. Crowd Control: If facing multiple Wandering Patients, use an Emergency Flare to create an opening. Throw it into the center of the group to stun them, then follow up with quick headshots or a sprint to a safe zone. Flares are also excellent for illuminating dark areas, potentially revealing hidden enemies.
  • Notable Encounters & Item Locations:
    • Ward A Corridor: Expect groups of 2-3. Utilize the alcoves for cover. Revolver Ammo can often be found in the nurses' station desk drawers.
    • Cafeteria: A larger gathering of 4-5. The Cafeteria Key (found in the Kitchen Pantry) is necessary to access this area. A First Aid Kit is often found near the serving counter, and Emergency Flares might be in the storage room adjacent to the kitchen.
    • Medical Ward (2nd Floor): Several Wandering Patients patrol here. Check patient rooms for Revolver Ammo and Emergency Flares in nightstands or under beds.
    • Basement Storage: A dark, cramped area with multiple patients. Revolver Ammo can be found on shelves and in crates.

The Screamer

A more dangerous variant of the Wandering Patient, the Screamer possesses a devastating sonic attack that can disorient and damage you from a distance. Their presence often indicates a more challenging area, and their ability to draw other enemies makes them a high-priority target.

  • Appearance: Similar to a Wandering Patient, but with a grotesquely distended jaw and often clutching their head as if in pain. Their eyes glow faintly with an eerie, pulsing light in the dark, making them visible even in low light conditions.
  • Behavior: They are less prone to direct melee attacks. Instead, they will emit a piercing, high-frequency shriek when they detect you. This scream causes a temporary blur effect on your screen, disorienting you, and deals continuous damage if you remain in range. Crucially, this shriek also attracts other nearby enemies, turning a single encounter into a multi-enemy ambush. They are stationary while screaming.
  • Weaknesses:
    • Vulnerability during Scream: While screaming, they are momentarily stationary and exposed. This provides a window for a decisive counter-attack.
    • Explosives: The Makeshift Grenade is highly effective, often capable of one-shotting a Screamer or severely damaging it, especially if detonated near its head.
    • High Damage Output: Concentrated fire from the Rusty Revolver or other weapons can quickly dispatch them before they can fully unleash their scream.
  • Strategy:
    1. Prioritize: Screamers should be your primary target in any encounter. Their ability to draw in other enemies and disorient you makes them a significant threat that must be neutralized immediately.
    2. Interrupting the Scream: If a Screamer begins its attack, immediately sprint towards it and land a critical hit. A single headshot from the Rusty Revolver will often interrupt its scream, staggering it and preventing the call for reinforcements.
    3. Exploiting Vulnerability: The best approach is to preemptively strike. If you spot a Screamer before it notices you, use a Makeshift Grenade (craftable with Explosive Powder and an Empty Can, blueprints found in the Maintenance Office). This will often kill them instantly or leave them severely wounded, preventing any sonic attack.
    4. Cover and Distance: If caught in a scream, immediately seek cover behind sturdy objects or break line of sight. The damage is continuous and can quickly deplete your health, so prolonged exposure is fatal. Use the environment to your advantage to block the sonic attack.
    5. Stealth Approach: If possible, approach Screamers from behind or from an unobserved angle to get a free shot or grenade toss before they can react.
  • Key Item Locations:
    • Explosive Powder: Often found in the Chemistry Lab (requires Lab Keycard from the Doctor's Office on the 3rd Floor) or hidden in ventilation shafts within the research wing. Also occasionally found in locked storage crates in the basement.
    • Empty Can: A common junk item, found almost anywhere – especially in kitchens, cafeterias, and staff break rooms.
    • Makeshift Grenade Blueprint: Located on a workbench in the Maintenance Office (Ground Floor, near the Boiler Room).

The Crawler

These grotesque entities are former patients who have been twisted into multi-limbed, scuttling abominations. They are fast, unpredictable, and excel at ambushes, making them one of the most terrifying foes in the asylum.

  • Appearance: A hunched, spider-like creature with multiple elongated limbs, often dragging itself across the floor or walls with unsettling speed. Its skin is pale, stretched, and covered in weeping sores, giving it a truly repulsive appearance.
  • Behavior: Crawlers move erratically and quickly, often utilizing vents and tight spaces. They will attempt to ambush you from vents, under beds, from dark corners, or even drop from ceilings. Their primary attack is a rapid lunge that can inflict bleeding status, requiring immediate medical attention. They are highly aggressive once alerted.
  • Weaknesses:
    • Fire: They are extremely vulnerable to fire-based attacks. A single sustained burst from the Makeshift Flamethrower or a well-placed Molotov Cocktail can quickly incapacitate or kill them.
    • Legs: Targeting their multiple limbs with precise shots can temporarily slow them down, disrupting their lunge attack and making them easier targets.
    • Stun: Flares can briefly stun them, but their speed makes this less reliable than against Wandering Patients.
  • Strategy:
    1. Environmental Awareness: Always be aware of your surroundings, especially vents, low spaces, and ceilings. Listen for their distinctive scuttling sound – it's a crucial early warning. If you hear it, prepare for an ambush.
    2. Flamethrower: The Makeshift Flamethrower (assembled from a Propane Tank and a Lighter, blueprints in the Workshop) is your most effective weapon against Crawlers. A short burst will set them ablaze, dealing continuous damage and often forcing them to retreat or die. Keep a safe distance while they burn.
    3. Area Denial: If you don't have the Flamethrower, use Molotov Cocktails (craftable with Cloth Rags and Alcohol Bottle, recipe found in the Infirmary). Throw one into their suspected hiding spot or directly at them during an attack. The flames will create a temporary barrier, allowing you to reposition or escape.
    4. Melee Defense: If a Crawler gets too close, a well-timed shove (PC: F key | PlayStation: R3/Right Stick Click | Xbox: R3/Right Stick Click) can push them back, giving you a precious second to aim or escape. This is a last resort, as their speed makes them difficult to counter in melee.
    5. Shotgun Effectiveness: While not a specific weakness, the wide spread and stopping power of the Makeshift Shotgun can be effective against Crawlers, especially at close range, due to their erratic movement. Aim for the center mass to hit multiple limbs.
  • Crafting Components & Item Locations:
    • Propane Tank: Found in the Boiler Room (Ground Floor), the Generator Room (Basement), and occasionally in the Kitchen.
    • Lighter: A common item, often found in desk drawers, on shelves in staff areas, or in patient rooms.
    • Makeshift Flamethrower Blueprint: Located on a workbench in the Workshop (Basement, accessible after restoring power).
    • Cloth Rags: Found in laundry rooms (e.g., Basement Laundry), by tearing down curtains in patient rooms, or in janitorial closets.
    • Alcohol Bottle: Often found in the Infirmary (2nd Floor), Kitchen (Ground Floor), or occasionally in staff break rooms.
    • Molotov Cocktail Recipe: Found on a medical chart in the Infirmary (2nd Floor).
    • Revolver Ammo: Scattered throughout the asylum in various containers, lockers, and desks. Key areas include the Security Office (Ground Floor), Doctor's Office (3rd Floor), and Patient Files Room (2nd Floor).
    • Emergency Flares: Found in utility rooms, storage closets, and occasionally in security checkpoints. Look in the Boiler Room, Medical Supply Storage (1st Floor), and the Security Office.