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Utopia
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Utopia birdview
Story location?
Yes. 3rd location of the Third Chapter
Points of interests
HarborDetto's HouseFarm • Main Village • MarketplaceWarehouse • Postgame Market

Utopia is an Environmental location in Raft. Originally hinted at the start of the game prior, it is the third area that you will go to in The Third Chapter, and the final one overall.

Summary[ | ]

Utopia is a story island unlocked after collecting a note at Temperance. It was originally hinted at the radio tower as a location in the lore of Raft. The player can find out some information from the whiteboard found in the Radio Tower's control room.

It is basically a floating town in the middle of submerged skyscrapers. With its own working power, water purifier and farm.

Characters[ | ]

The main characters of Utopia consists of Detto, a young child who helps the player with useful clues scattered all over the town, Olof, a tyranical dictator who will attack the player with fireworks when confronted, and Olof's hyenas who are lead by Alpha, a mutant hyena boss that the player has to fight. The rest of the people of Utopia have been locked up by Olof, and can be freed by using the master key the player receives after defeating Olof.

The Whiteboard[ | ]

The following can be read on the whiteboard:

  1. On March 23, 2020 scientists predict that all ice on Earth will melt in two years.
  2. By October 16, 2023 Australia is completely underwater.
  3. By February 20, 2028 a picture of Earth heavily flooded is portrayed.
  • It includes a picture captioned "UTOPIA?" which is rumored to be safe and populated.
  • Utopia appears to be a mostly submerged futuristic city.
  • The whiteboard estimates the location of Utopia but no context for the hints are given.

Points of Interest[ | ]

Harbor[ | ]

Utopia Electricity Puzzle

Utopia Electricity Puzzle from above

The first task is to restore power to an irrigation system by creating a connection to a generator (look for two bright red large bundles of cable anchored to the side of the nearby skyscraper, your goal is to connect the two) over the rooftops of the harbor houses using spare cables lying around in a puzzle similar to the Moontown puzzle in Temperance. You need five cables to complete the puzzle.

  • Hyenas first appear here. To take them out safely, you can shoot them with a bow while backing away.
  • This area introduces the main mechanic of Utopia - there are red boxes and cages scattered around most areas that can be picked up then placed down wherever the player wants. Boxes will snap to stack on top of each other automatically when in range. This way you can build stairs with the boxes to reach higher roofs and areas. The player can jump two boxes high, and to get higher will need to build an adjacent stack, as the snapping prevents the player from staggering the boxes to form single column stairs. Areas meant to be solved with these boxes will usually have an unusually smooth surface covering the walls and floor around it, whether metal or wood.
  • The task is complicated by the fact that you cannot interact with ziplines while dragging cable. Remember, you can start dragging cable from either end, so you can climb to point A, zipline to point B, start your connection, then drop down and climb back up to A to complete the connection.


Detto's Raft / Farm[ | ]

A large expanse of dirt and irrigation pipes, with three large pipe routers made of concentric circles, and a large building locked with a code. The large building has a harpoon launcher on top of it.

Utopia Water Puzzle

Utopia Water Puzzle pipe router positions

  • As soon as the irrigation system has power, you have to fix the water connection by rotating the concentric rings in each of the three large pipe routers scattered in the field to make water flow to a tank near Detto's house. This will cause the carbon dioxide canister inside to float up so you can pick it up.
Utopia Dettos Map

Dettos Map. Location to the three pieces of Detto's Code.

  • Your next task will be to decipher Detto's clue in the form of a map pinned to his house. Take one of the nearby shovels and dig out the dirt patches that correspond to the red circles on the map you can find in your diary. If you guess right, part of Detto's code will appear in your diary inventory. If not, tiny bugs similar to the ones roaming in Tangaroa will appear, creating a temporary zone around the digging spot that damages the player. The damage is minimal, and can be avoided entirely by digging from as far away as possible. Once you have collected the three parts of the code, go to the building's front door and interact with it to automatically input the code. Inside will be a blueprint and a harpoon you need to pick up.
  • Then, head up to the top of the house, shoot the harpoon cannon, and zipline over to the new area. Grab the key located there and zipline down to the next area.

The main village[ | ]

There are several locked doors here. One is locked with chains in a pentagram pattern, and ends the games story upon unlocking. There is a key on its front steps that matches the one you ziplined to. Take it and head to the locked door with two locks and open it. From here the path is fairly linear, with shortcuts you can unlock as you progress.

The Marketplace[ | ]

First you have to use the elevator and parkour through the netting layer below, which features moving fans that knock the player back upon contact, usually leading to having to restart from the last checkpoint. Sometimes you will need to intentionally slow down in order to have enough time to jump again after landing. the first and only parkour "checkpoint" is located only a few obstacles in and is represented by having a different, higher net below you. Past this point difficulty spikes with strict timing and patterns to memorize.

  • If for whatever reason you would like to skip the parkour, once you get to the second checkpoint you can fall into the net, walk to below the parkours end, stand on one of the counterweights for the pulley system and activate the pulley to cause it to rise. This is easier with the blocky counterweight.

At the top you will find a hammer that you can use to open the door of the building next to the opening in the scyscraper. You will then reach a series of balance puzzles, interspersed with Olof encounters. The goal of the puzzles is to raise a set of cogwheels nearby to the correct floor by using a pulley. The cogwheel goes on the right side of the pully and weighes 1 unit. Usually you have to get the weight on both sides equal.

  • The cogwheels are too heavy to jump or climb ladders with, so to get them on the pulley you will need to first lower the cogwheel side as far as possible, then use the boxes to create a staircase.
  • To get around the no jumping restriction, place the cogwheel on the step above you, jump to that step and pick it up, and repeat.
  • You can only have 2 weights at a time on each side, and only one of each weight per side at a time. The end goal is to bring the cogwheels to mechanisms that need them, which open the way forward or create shortcuts. The last cogwheel belongs into the second elevator at the end of the moving-fan-parkour. Use the pully that connects start and end of the parkour to transport the cogwheel there.

From here, expect mostly Olof encounters. You have to defeat Olof and his hyenas three times. Refer to the section Bossfights/encounters for detailed information.

When you defeated him, grab the key around his neck and return to the village to free the trapped people in the main building and end the story.

Postgame market[ | ]

Once the island and the story are completed, the market will transform, populating with various NPCs, with many minor NPCs for ambiance alongside Detto, Bruno, and Hanne, plus Olof in a cage. Market stalls will fill with food, some of which can be taken by the player for free. This makes Utopia a good location for obtaining bananas, though there are no banana seeds. The three vending machines will appear. By this point, enough shortcuts should be unlocked to get to the market directly from the first elevator.

Bossfights/encounters[ | ]

Throughout your journey you will encounter Olof Wilkstrom, initially he poses no danger, and allows the player to traverse upward through utopia. However, he eventually begins to attack the player with a variety of methods, starting after you repair the elevator with a cogwheel, and reach the 26th floor.

First encounter[ | ]

Olof sits overlooking the player in a small arena. There are boxes scattered around said arena, that the player must bring to Olof's overlook, and stack them on top of each other in order to reach him. This is the only step of the first encounter. Upon reaching Olof's perch, he will run away to the warehouse.

  • Boss attacks:
    • Olof will only throw small firebombs that act like a Molotov cocktail. They land, glowing red for a few seconds before they combust into flames. As long as the player does not trap themselves in a corner, these bombs pose little threat. The crates, despite being wooden, do not burn in the fire.

Second encounter[ | ]

After climbing up into Olof's overlook he will run away to the aforementioned warehouse. In the room he stood in, you can find the electric zipline tool blueprint. You should bring weapons with you to the second encounter, as the warehouse is full of hyenas. Upon entering the warehouse you are confronted with two locked doors on either side, and a hole in the floor. Both Olof, and the hyenas are unable to attack you until you drop down, however there is no way through the locked doors until after this encounter.

Upon dropping down, you're confronted with a similar scenario to the previous encounter, but with hyenas. There are boxes scattered throughout the room you must stack against the wall to reach Olof, who is standing on some metal stairs. The Hyenas are released in waves of 3, but the subsequent wave does not appear until the previous group of hyenas are dead. Thus it is recommended to leave one alive and simply dodge it by jumping and sprinting while stacking boxes, as the window between waves to stack boxes is very small, and the waves can happen an unlimited number of times.

  • Boss attacks:
    • Olof continues to throw his firebombs into the arena while the player is chased around by hyenas.
    • The hyenas only bite and drag you along the floor. The player can interrupt being dragged by hitting the hyena that has a hold of them.

When you reach Olof, he will again run away to an Arena, where the final boss awaits.

Third and final encounter[ | ]

Upon climbing the warehouse and walking down a long hallway connecting it to the next encounter, you will reach Alpha's arena. Olof takes a brief moment to introduce Alpha before releasing him into the arena to fight you. Alpha is a special hyena, who has been imbued with some kind of poison which he leaves a pool of poison every time the player strikes him. Generally the player is able to outrun Alpha, and land hits at minimal risk. However occasionally, Olof throws Alpha a steak, which gives the hyena the brief ability to use his special attacks. Alpha is invincible while Olof is feeding him steak and during the special attacks.

  • Boss attacks:
    • For a large majority of the bossfight Alpha only uses a generic hyena bite as their only attack. However, as was mentioned in the overview of the encounter, periodically Olof throws Alpha meat, which powers him up and he will perform one of three special attacks always in the same order.
      • Alpha will jump across the arena if need be, and land with a shockwave, as well as releasing a large poison puddle. He jumps a maximum of three times before returning to normal.
      • Alpha throws three poisonous rocks at you leaving a poison puddle trail every time.
      • Alpha also becomes capable of rendering the player incapable of any movement or action, while repeatedly biting the player, by pinning them to the floor.

After killing Alpha, the player is led to an elevator to confront Olof one last time, where he trips and falls out of a window, rendering him stuck, and leaving the Mastery Key free to grab.

Strategies[ | ]

First encounter[ | ]

For the first encounter there isn't much to say by way of strategy. Grab the boxes and stack them as quickly as possible to avoid getting burned. The player is also free to leave and come back at any point during this encounter.

Second encounter[ | ]

If you are badly hurt from the previous fight, go back to your raft and heal before returning, Olof will not return to his post.

It is recommended to leave one hyena alive, that way a full wave will be unable to spawn and it will be easiest to stack the boxes. After all 3 hyenas are killed, the breather period is very short, and the durability on the player's weaponry will be whittled down if the player is forced to continue to fight wave after wave of hyenas.

Third and final encounter[ | ]

It is STRONGLY recommended that the player return to their raft and replenish thirst and hunger, and heal to full health, as Alpha is far more difficult to avoid than the previous encounters.

Dragging out the fight will likely result in incapacitation, the quicker Alpha is killed, the fewer chances Olof is given to feed him and allow him to use his high damaging special attacks.

Carry nothing but weaponry and healing salve. In case the player is incapacitated during the fight, it would be unwise to risk losing other valuables not needed to fight Alpha.

After killing Alpha and confronting Olof, don't forget that master key!

Special Places[ | ]

  • Harbor
  • Detto's house
  • Farm
  • Warehouse
  • Marketplace

Unique Items[ | ]

Blueprints[ | ]

Resources[ | ]

Trivia[ | ]

While the residents of Utopia are locked up, they can be heard having conversations among each other pieced together from their respective dialogues.

Bruno: This Olof fellow doesn't seem like the nicest type.
Noah: Olof happened because we were naive.
Larry: Listening to Olof was a mistake to say the least.
Hanne: Personally I would like to see him work to rebuild what he destroyed.
Larry: I need to get better at reading people.
Max: I don't think I can say "I told you so" enough.
Larry: In hindsight, yes, Olof did seem a bit maniacal. Don't worry, I'm disappointed in myself too.

Isac: We're lucky nobody got seriously hurt.
Noah: We need to be more careful in the future.
Isac: Oh, this? It's just a scratch. Don't worry.
Noah: So we should be more vigilant in the future. But we also can't lose what makes Utopia great.
Oliver: Urgh, I'm so tried of this.
Noah: We need to be strong, and not let fear guide us.

Isac: I tried to deal with these hounds at first. But there were too many of them.
Ika: I was only here to move some produce. Then boom! Rabid hyenas everywhere.
Oliver: Those hyenas were so rude.
Ulla: Olof's Hyenas seem to be afflicted by some kind of rapid mutation.
Oliver: Bad enough we have to deal with an endless ocean. Now there's these rabid animals also.

Johan: I fled Tangaroa during the riots. *Sigh*. Such a crazy day. Then I found Utopia, and this whole thing happened.
Ika: So annoying.
Johan: I just want to tend to a garden in peace. *Sigh*.

Detto: Okay okay. So how do we dry the world? Great question! Um...
Hanne: Well, it's not the easiest task in the world.
Detto: I'm working on it, okay?

Ulla: There is something deeply wrong with those hyenas.

Detto: How long do you think it takes to build a floating city? A couple of weeks maybe?

Vanessa: This place is a mess. There's hyena hair everywhere.

History[ | ]

Full Release
Version 1.0 Utopia available in game.
Early Access
Update 14 Utopia is added in game files but inaccessible.
Update 1 Utopia is mentioned for the first time on a whiteboard found in the Radio Tower's control room

Gallery[ | ]

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