Rachel walkthrough

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The Suicide of Rachel Foster is a very spooky game and typical guides are not going to do the trick for this style of game. In this Suicide of Rachel Foster walkthrough, we are going to walk you through the game day by day and tell you what you need to do at every point in the game. To do this, it controls the door, above which a lamp lights up and next to which a red motorcycle is leaning against the wall.

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When she opens it, Nicole mumbles that you should go to the office behind the mountain museum. To do this, follow the only possible path, while at this point in time all other closed doors cannot be opened. As soon as you reach a staircase, you hear a ringing phone. Open the door at the top of the stairs and you will enter the mountain museum. There you go straight through two more doors and finally turn into the office on your right. Inside is a wooden table with a black phone. Apart from two older messages that were probably not aimed at you, your lawyer named Jenkins reports.

Accordingly, at the request of your mother, you are the sole heir of the hotel and therefore responsible for what happens to it. Jenkins left a few notes and a key in the old apartment, which rachel walkthrough why you have to go there next.

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The hotel is quite large, but luckily you have a detailed floor plan of all floors and a checklist with your current task. The latter tells you that the old apartment is the so-called master suite. Now, look at the entire map until you find the Master Suite on the top right on the first floor. The easiest way to get there is rachel walkthrough go back towards the mountain museum. Strictly crosses both office rooms until you have the open door of the museum in front of you and before! Turns right into the so-called mezzanine. At the edge of the mezzanine, there are several stairs available, all of which lead you up and to further stairs.

These, in turn, run directly to the first floor, where you could theoretically climb to the second floor. Cross the hallway and follow the path to the left at the landscape. Shortly afterward you push a door that you can open in contrast to all the others. There are several rooms behind you that you should take a closer look at. While there is little rachel walkthrough interest in the bathroom on your left, in the room to the right is a table with numerous books, a will and a letter from Jenkins.

Inside there is, among other things, a white table on the wall, on which the key already mentioned and a bulky cell phone are located. First, take the key and continue to look around at will until the doorbell rings.

Sprints to the cell phone and answers to speak to a man named Irving Crawford. The conversation is over quickly, which is why you should now leave the Master Suite. As soon as you are back in the hallway with the red and yellow patterned floor, you hear a loud noise. Follow this by walking straight ahead at the intersection with the picture and opening the wide door on the left at the end of the corridor. Behind it is the observation deck, whose shutters are collapsing. Click to report Irving over the phone.

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In return, he tells you about the harsh weather conditions that prevail in the area. Due to the violent storm and the heavy snow, he advises you not to leave the hotel. However, you know better and want to return to your car. You have to go back to the garage where the game started. You simply go down the stairs to the left of the window, whereupon you are in the rachel walkthrough room. Run straight past the round tables and aim for the door next to the brightly lit picture.

This immediately le you to another door and then back to the mezzanine. From there you can take the direct way back by first entering the mountain museum, descending to the basement and walking straight past the doors into the garage. As soon as you reach your car and want to get in, you experience a nasty surprise: your car keys are gone!

You will automatically call Irving, who offers you as a permanent contact person. Then go past the car and to the garage door. Right next to it hangs a red illuminated switch that you have to press to open the gate.

Unfortunately, it is stuck, which is why you call Irving again. Then you walk around a bit until another phone call starts and the first day begins. You wake up in the master suite and talk to Irving shortly thereafter. As soon as you leave the suite after the conversation and stroll through the hallway towards the stairs, you call your new friend again.

Because rachel walkthrough want a hot shower, Irving suggests turning on the heater. Of course, it is in the basement, which is why you go down to the mountain museum again and climb the stairs to the basement. As soon as you enter the gray hallway, you should notice the now open doors. So go through the door until you see a kind of workbench with an old-fashioned radio on your right.

March exactly in the opposite direction until you see a metal footbridge with a few steps on your right. They lead you to a couple of fittings and several buttons, which is why you report back to Irving.

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Two phone calls later you have to press the green of the three buttons to activate the oven. Now you are tired again and therefore want to end the day. There you can click on the yellow electric bass guitar, which is leaning against the wall between the white table and the narrow, also white cabinet to the left of the bed.

When you click on it, you start playing briefly and the second day begins. The second day begins for you in the observation deck and the next phone call with Irving. Today you are hungry in rachel walkthrough kitchen, which is why you go down the stairs to the left of the window and enter the dining room. This time, however, do not go past the round tables but turn left to the benches.

Behind the door is a larger storage room with several shelves. If you walk past them on the right, you will come to an open door and an elongated, dark corridor.

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Remember the door at the other end, behind which there is a cooling chamber. In front of the cooling chamber door, turn left and should be in the hotel kitchen. Now keep to the right if possible, but without leaving the kitchen.

Instead, run between a shelf with several potters rachel walkthrough microwave until you find another open door. In between, you phone Irving again and have to look at the spoiled food in the pantry to start a phone call. Irving advises you to visit the cooling chamber you have rachel walkthrough found. Accordingly, leave the kitchen by entering the dark passage from earlier and enter the chamber on your left. Take a can of beans from the shelves and then try to go out again. To your horror, the door has closed and cannot be opened.

Because you also have no reception, you cannot call Irving for help. Therefore, try the door again, which luckily can now be opened. You now have to prepare the beans, which you simply return to the kitchen and use the microwave on the right. It is right next to the brightly lit hallway. As soon as the meal is ready, you feed on it and start the next conversation with Irving. Irving now suggests that you look around on the second floor of the hotel. To do this, cross the brightly lit aisle next to the microwave and take the first opportunity to turn right into a narrow, yellow-lit hallway.

He le you to the fireplace room, where you walk across the vaulted carpet and get back to the mountain museum. So go back to the mezzanine and climb the stairs. When crossing the green-painted hallway, you notice the large, dark mold spots on the right side.

Report this to Irving, cross the hallway and turn right. Shortly afterward you see a blocked area on your left, which is why you contact Irving again. After the second conversation, return to the stairs, whereupon a completely different telephone rings. Take off and a slightly distorted voice warns you before selling the hotel.

She also claims that Rachel would still be alive.

Rachel walkthrough

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1. The Suicide of Rachel Foster Walkthrough overview