Difference between revisions of "Story"

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It is clear from Dr. Henrik Scholl's note that Caravan Island was deserted because of an outbreak of salmonella in one of their primary food sources: the pigs. While salmonella by itself is not a huge threat to healthy people, it can be devastating to communities living under poor conditions with limited medical supplies<ref>https://www.mayoclinic.org/diseases-conditions/salmonella/symptoms-causes/syc-20355329</ref>. The initial cases were treated with antibiotics provided by 'Heng', but there wasn't enough to cure everyone, and as salmonella is a bacterial disease it would stay alive as long as it had a host. Unable to battle the disease, the occupants had to leave. In his note, Dr. Scholl explains how the pigs were considered a huge treat due to the rarity of meat post-apocalypse. He regrets not thinking the situation through logically, as it should've been obvious that the pigs could not have been sanitary.
 
It is clear from Dr. Henrik Scholl's note that Caravan Island was deserted because of an outbreak of salmonella in one of their primary food sources: the pigs. While salmonella by itself is not a huge threat to healthy people, it can be devastating to communities living under poor conditions with limited medical supplies<ref>https://www.mayoclinic.org/diseases-conditions/salmonella/symptoms-causes/syc-20355329</ref>. The initial cases were treated with antibiotics provided by 'Heng', but there wasn't enough to cure everyone, and as salmonella is a bacterial disease it would stay alive as long as it had a host. Unable to battle the disease, the occupants had to leave. In his note, Dr. Scholl explains how the pigs were considered a huge treat due to the rarity of meat post-apocalypse. He regrets not thinking the situation through logically, as it should've been obvious that the pigs could not have been sanitary.
   
The remaining notes are that of Detto, a child who has taken it upon himself to fix various issues using the scientific method. Among his ideas are draining water from the ocean (and into the well), a diving suit, eating kelp, and building a space rocket to travel to other planets. Signs of these ideas are found throughout Caravan Island, and show that despite being a child, Detto put great effort into his projects which were quite advanced for a child with limited resources. The bicycle would pump air into a long tube which would allow a person in an air-tight suit at the end to walk underwater - an old, reoccurring idea known as an [[wikipedia:Atmospheric diving suit|Atmospheric diving suit]]. The ocean pump is found near the docks, where the player is required to pump seawater into the well in order to retrieve a [[Battery Charger Part]]. Lastly, an additional rocket was built but never fired. The player finds this and can launch it in order to retrieve [[Major Tom]] after the rocket fails.
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The remaining notes are that of Detto, a child who has taken it upon himself to fix various issues using the scientific method. Among his ideas are draining water from the ocean (and into the well), a diving suit, eating kelp, and building a space rocket to travel to other planets. Signs of these ideas are found throughout Caravan Island, and show that despite being a child, Detto put great effort into his projects which were quite advanced for a child with limited resources. The bicycle would pump air into a long tube which would allow a person in an air-tight suit at the end to walk underwater - an old, reoccurring idea known as an [https://en.wikipedia.org/wiki/Atmospheric_diving_suit atmospheric diving suit]. The ocean pump is found near the docks, where the player is required to pump seawater into the well in order to retrieve a [[Battery Charger Part]]. Lastly, an additional rocket was built but never fired. The player finds this and can launch it in order to retrieve [[Major Tom]] after the rocket fails.
   
 
From the subtext of the notes it is clear that Detto's experiments are partly child's play and partly serious attempts to help the grown-ups. There are multiple children on the island, but their functions are unknown. It is however clear that Caravan Island was too small to hold all the people who arrived there, so the occupants decided on who could stay based on the skills they would provide the island. Any future rafters who arrived would likely receive the same evaluation.
 
From the subtext of the notes it is clear that Detto's experiments are partly child's play and partly serious attempts to help the grown-ups. There are multiple children on the island, but their functions are unknown. It is however clear that Caravan Island was too small to hold all the people who arrived there, so the occupants decided on who could stay based on the skills they would provide the island. Any future rafters who arrived would likely receive the same evaluation.

Revision as of 12:46, 5 March 2021

A main Story was introduced to Raft on December 3rd, 2019, when the First Chapter was added to the game. This page will attempt to explain the progress of the story line, as well as notes and pictures found underway. The story can be started by crafting and installing a Receiver and three Antennas on the Raft. Four-digit codes found around the world of Raft can then be entered into the Receiver, and the story line can be started. All such codes are randomized from player to player.

The First Chapter

Radio Tower

Main article: Radio Tower

The first available code will lead the player to the first destination of the journey: the Radio Tower.

In and around the tower you can find various hints in form of notes and transcripts about the survivors previously stationed at the tower. In the topmost room of the Radio Tower, there are more clues about an Island which is assumed to house a gathering of scouts - the island is later discovered to be Balboa Island. The location of the Island is unknown, but instead the code to an abandoned cruise ship named Vasagatan is provided. Apart from the notes concerning the engineers' story, a number of useful Materials can be found in and around the tower and the Blueprint: Head Light item is provided.

Notes and Lore

  • Vasagatan

    Main article: Vasagatan

    Vasagatan is a deserted cruise ship beached on a small island. It introduces a new enemy to the player, the Lurker, which is a large rodent that leaps at players within range. The ship consists of many corridors and decks, which means the player will be moving around in and searching dark rooms. It is therefore recommended to bring and equip a Head Light in order to combat the high level of darkness. The player will face a number of obstacles that may be cleared by collecting and crafting quest-specific items. A number of colored keys are also used to progress. Once the player has made their way to the top of the ship, they will find the two blueprints: Blueprint: Engine and Blueprint: Steering Wheel. Crafting the items on the Blueprints is key to reaching Balboa Island, as the player will be forced to sail against the wind direction. Story wise, Vasagatan provides a number of notes, transcripts and scenes that gives the player insight in the events prior to its abandonment.

    Notes and Lore

  • Balboa Island

    Main article: Balboa Island

    The final location of the first chapter is Balboa Island: an Evergreen Island inhabited by Bears. Among these bears lives a boss-level bear fittingly named Mama Bear. Dealing half the player's health in damage and having a life pool the size of roughly five Sharks, she is the toughest enemy the player has faced so far. It's recommended to bring several Metal Spear or plenty of arrows because the number of Bears faced are too many to be handled with a single weapon. The Island has several entrance points all of which lead to dirt paths with direction signs. Around the Island, the player may find a couple of new Materials: Honeycombs harvested from Natural Beehives, Birch Seeds, and Pinecones found from felling the Island's trees. The main story objective consists of activating three antennas atop the islands three relay stations. After activation, the next code for the receiver is revealed on a screen, leading to Caravan Island, marking the start of the Second Chapter. A Machete is required to clear some vegetation blocking a path leading to Relay Station 6. To obtain this Machete, the player must either lure Mama Bear away from her cave by collecting Wild Berries from bushes around the Island and feeding them to her in a large container near her cave, or kill her.

    Notes and Lore

  • The Second Chapter

    Caravan Island

    Main article: Caravan Island

    Caravan Island is a desert-like island type. It is primarily made out of old-school RVs and old and rusty containers. Caravan Island consists of three pinnacles connected by bridges and Ziplines, which make out Caravan Town - as the place is also referred to in many notes. A new hog-like creature called Mudhogs is found on one of the island's pinnacles. Mudhogs are rabid, aggressive pigs, which chase the player around until killed.

    The main objectives of Caravan Island consist of finding three Battery Charger Parts and three Zipline Parts, unlocking the Metal Detector Blueprint and Zipline Blueprint. Using the new Zipline Tool and a series of keys, the player will find their way to the mayor's office, which holds the note for the next location: Tangaroa.

    Having acquired the Metal Detector, the player can now search for buried treasure, unlocking a new series of collectibles in form of Toy Robots, Tiki Pieces, and Developer Paintings, as well as a new material; Titanium Ore, which is used to craft some of the new Blueprints found on Tangaroa.

    Notes and Lore

  • Tangaroa

    Main article: Tangaroa

    Tangaroa is the final location of the Second Chapter. It is technically a vessel with a city of skyscrapers on top covered in a sphere of glass. Accessing the city requires finding an indent in the side of the sphere, which leads to a hangar area. Navigating through a bunker-like underground system and overcoming a crane puzzle, the player must find a limited amount of rolls of Tape in order to fix a number of fuse boxes used for enabling doors - including the one leading to the surface area. Exiting the underground area, players will find themselves inside the dome, which is overrun by Butler Bots. Fighting the Butler Bots will disable them momentarily, allowing the player to loot Tangaroa Keycards, which give access to the city's buildings. Scouring the upper-class apartments will lead the player to fighting off Lurkers, as well as looting loads of resources as well as Tangaroa Tokens, which is the currency of Tangaroa. Using the tokens, the player may purchase different kinds of Sustenance in order to stay healthy during their exploration.

    Looting the apartments will eventually lead the player to looting enough rolls of Tape, which allows the player to return underground to repair all the fuse boxes. Having done so, an elevator leading to a key skyscraper allows the player to continue their journey of finding a way to the control tower marking the center of the city. The player must use Ziplines in order to reach the tower's balcony, which has a ladder leading to the tower's bridge. Upon further exploration, the player will find a keypad and a note instructing the player to uncover a secret code in order to gain access to the bridge. The player must find specific buildings on specific streets of the city and mark down their number. Putting these numbers in the correct order on the keypad will launch the bridge, shooting it into the air and landing outside the city in the ocean. Backtracking to the raft, or running on the outside of the glass dome, the player must sail or swim to the ejected bridge, which houses the final notes as well as the first code for the currently unreleased Third Chapter.

    On Tangaroa, the player will find blueprints for the Electric Purifier, Water Tank, and Large Storage, which all make use of the newly introduced Titanium Ingot.

    History

    Early Access
    Update 12 Second Chapter added to the game.
    Update 10 First Chapter added to the game.