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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.

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 force 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.

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.

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.


Tangaroa

Main article: Tangaroa

Tangaroa is the final location of the Second Chapter. It is a city with skyscrapers 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 of 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.

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