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Walkthrough Raft - game guide

How to complete all story missions and missions
Walkthrough Raft - game guide
Author
Andrey Pavlenko
Date of publication
23 June 2022

Walkthrough Raft

radio station

To start the story, you need to make a receiver, 3 antennas and a battery.¹ When you turn on the receiver, an entry with coordinates will appear in your book, hammer them into the receiver and follow the blue mark on the radar.


Following the blue marker, you should find a radio station. Moor near the station and climb onto it.

There are 5 notes on the location.


  1. The first is under water, in a suitcase, near the door of room A-2.
  2. The second note is on the lowest floor, in room B-1, to the left of the red telephone.
  3. The third is on the second floor, in room C-1, to the left of the entrance, on the wall, it says "TRACE".
  4. The fourth entry is in the highest room, on the whiteboard. Does it have people written on it?
  5. The fifth is in the same room as the fourth, to her left, on the table.

The only important entry is on the board, on it are the coordinates of the next location.

At the top of the station, near the board, there is a blueprint for a headlamp.

When you reach the whiteboard, you will receive the [Is there a Utopia?] achievement.


If you pick up all the notes, you will get the [Radio Tower Historian] achievement.

Vasagatan [Yacht]

It is very dark in the hold, you should wear a flashlight, the flashlight may run out of power, it is better to have it with you 2.¹ A plan of the yacht is attached below for better orientation.


There are 13 notes on the location.

In the captain's cabin there are 2 drawings, a drawing of the motor and the steering wheel; And ?a letter with the coordinates of the next plot location.


There are many locked doors on the yacht. To advance further, you will need to find tools, key cards, make a bomb. It's kind of a quest.

Walkthrough

Outside:


One Mechanical Part is in the water, either to the left of the yacht or to the right.

Another Mechanical Part is on the yacht, in the pool.

The entrance to the Hold is located on the back of the yacht.

Hold:

First on the way is a room with an engine. You can use the lever to turn on some of the lights on the yacht, but this is optional. On one table there is a note, on the other table there is a Crowbar and a Voice Recorder. Use the pry bar to open the next door.

Go past the first two doors. Go into the third room, this is the toilet, pick up the Red Key here.

Then enter the fourth room, this is the kitchen. There is a Gas Tank and 2 notes here.

Using the red key, open the door to the workshop. Grab the Mechanical Part here, it's on the shelf, and the Bolt Cutter on the table. Then return to the first door in the hallway.

Open the first door in the corridor to enter the staff room; watch out, there's a rat in here. Take the note on the table and use the bolt cutter to open the locker to find another note and the Blue Key.

Use the blue key to open the second door in the hallway to accessup to the stairs, climb it to the 1st floor.

1st Floor:

Go left, there is a dance floor. There is a bar in the dance floor, there is a note on the bar counter, and there is a bottle, you can get a Bullet from it; there is a Mechanical Part on the dance floor.

Go up the stairs to the 3rd floor. Be careful, you may encounter rats along the way.

3rd Floor:

Pick up the key card on the stage and return to the 2nd floor. Be careful, along the way you will meet a rat.

2nd Floor:

Open the library with the keycard. Here you will find the Green Key.

Proceed further into the dining room. Here, on the table, there will be a 4-digit Code, and a Mechanical Part behind the counter. Then go up the stairs to the 4th floor.

4th Floor:

Open the only door with the green key, be careful, there is a rat. Pick up the note on the table and the Lighter on the bed, it's behind the bookcase.

Then return to the 1st floor. As usual, a rat will be waiting for you along the way.

1st Floor:

Go right to the cabins and enter the third room. Be careful, a rat will be waiting for you outside the door. Using the code, open the safe, it will contain 2 notes and Wires.

Exit the cabin and enter the warehouse, it is at the end of the corridor. The last Mechanical Part is in stock. Then return to the workshop in the hold.

Workshop:

Craft a Jack and a Bomb on different slavestables. Then go up to the 3rd floor. As always... along the way you will encounter rats...

3rd Floor:

Find an open door blocked by some kind of refrigerator, use the jack to move the refrigerator away. There is a note inside the room. Then go up the stairs to the 5th floor.

5th Floor:

Blow up the locked door with a bomb, go down a bit so as not to take damage from the explosion.

In the room you will find 2 blueprints and 3 notes: the blueprints are to the left of the steering wheel; one note is on the helm, and the other two are to the right of the helm. A note on the steering wheel is needed to open the next story location.

Notes

  1. The first note is in the hold, on the table, in the room with the engine.
  2. The second one is on the same floor, in the staff room, on the table.
  3. The third is in the same room as the second, but in a locked cabinet. To open the locker you will need a bolt cutter, it is at the very end of the hold.
  4. The fourth and fifth notes are in the hold, in the kitchen, on different tables.
  5. The sixth note is on the deck, in the bar.
  6. The seventh and eighth entries are in the safe in the last cabin on the first floor. To open the safe, you need a four-digit code, the code is located on the second floor, in the dining room.
  7. The ninth note is on the table, in the cabin on the third floor. The entrance to the cabin is blocked by a heavy object, so get rid of it, pon?? will achieve a jack.
  8. The tenth is on the fourth floor, on the table.
  9. The last three notes are in the wheelhouse, scattered across the control panel. The door to the captain's cabin must be blown up with a bomb.

Entering the captain's cabin will unlock the [Bootleg Fireworks!] achievement.

Balboa (Balboa Island)

Balboa Island cannot be found by drifting; to swim to it, you have to deviate from the course. Use the blueprints found on the yacht and make a motor with a rudder, they will allow you to reach your destination faster. To refuel the engine, you will need a tree. Remember, for full speed you need 1 engine for every 100 foundation slabs. If you have, for example, 189 foundations, use 2 engines.

There are 13 notes and 4 drawings on the location. Drawing of a machete, fuel tank, pipe and biofuel processor.

Having activated all 4 radio towers, the coordinates of the next plot location will be displayed on the monitors. To activate the radio tower: switch the lever, it is located somewhere in the tower room.

Walkthrough

Arriving on the island: There are 4 ways to get to the island and 3 points from where you can climb it. Through the beach in the south, in the west and from the northeast (There is a gorge in the north, and there is a water tunnel in the east, they lead to the island).

Center of the island:

Pick up at least 5 berries on the island, there are a lot of them.

Notes

  1. The first and second notes lie on tr??pinque leading up the hill. This hill is opposite the bear cave.
  2. The third, fourth and fifth notes are on the very hill, along the way where the first and second notes are located. One lies on a log, another is in a cage, and the last lies on a dangling scarecrow.
  3. The sixth and seventh notes are on two different tables on the 6th radio tower.
  4. The eighth note is hanging on the board near the lever on the 4th radio tower.
  5. The ninth note is on a chair near the bookshelf on the 4th radio tower.
  6. The tenth note is located on the 2nd radio tower, inside the locker opposite the desktop.
  7. The eleventh note lies on the mattress in the forester's house.
  8. The twelfth note is hanging behind the instrument panel in the forester's cabin. To get a note, you need to hang 3 tools on the panel. The saw can be found on the way between the 6th and 4th radio towers, on the left on the hill, it will be in the closet, it will say "shh, bear stash!". The wrench is in the 6th radio tower. The hammer is located in the 4th radio tower.
  9. The thirteenth note will be opened after activating all 3 radio towers, these are the coordinates, they will be displayed on the monitors on each radio tower. The note will automatically be added to your journal.

Blueprints

You don't have to drag the blueprint onto the raft, you can pick it up and throw it back. Anyway, in the desktop you will have the opportunity to study the drawing.

  1. Drawing??achete is located in the bear's cave, in a box labeled "EMP".
  2. The blueprint for the Biofuel Tank is on the table, on the 6th radio tower.
  3. A drawing of the Pipe hangs on the wall, on the 4th radio tower.
  4. The blueprint for the Biofuel Processor is located near the 2nd radio tower, in the forester's house, on the table.

The city under the dome

So first things first.

We sail to the city. We see that all the upper doors are closed.

But the lower gateway is open.

We enter it. (The screen is made after the passage!) Your doors will be closed) Open the door. We go and see a sign with pointers.

We need a "Cafeteria" room

Let's go to her.

We find her.

There will be 1 note inside.(1)

Also in the room nearby is a part from the generator, we pick it up.

We leave into the corridor through the same room.

We see behind the bars another part of the generator.

Turn left to pick it up.

We go to the end of the corridor, all the way to another grate, then turn right.

We go along the corridor, on the way we will meet the "rat" and find this detail.

After following the signs we head to the "Storage area", "Generator", "Plantation".

Inside we take the 3rd part of the generator.

Not far signs "Generator" and "Crane controls".

We go to them and you will see a ladder upward.

We rise.

We see the generator, insert the found parts.

Everything, the generator is started, and light appeared in this room.

There is a crane control panel nearby. (Control is madeoh, not very convenient, you need to press separately "E" on each key to move or raise the block)

We need to make a passage to the Yellow Arrow. (according to the story)

The lines on the containers indicate the aisles.

Containers are only halfway up.

those. we pick up a nearby container and move it to an empty place.

We make it so that along the lines we have a passage to the Yellow or Red Arrow.

The red arrow indicates the passage to the "secret room".

Going into which we will be given an achievement.

Be sure to take Titanium ore and other amenities.

We make a passage to the Yellow Arrow.

Above the door says "Surface access"

We go along the corridor. (On the way we meet a rat)

We go into the room.

We select a note (2) and a drawing of a water pipe. (Red arrow)

We go up the stairs, we will be offered to open the hatch. (Green arrow)

We open it and as it turned out there is water in this room, and it floods the room in which we were. True, it is strange that then we will not be able to climb into this room.

It makes no sense to swim back, because for some reason the door closed there ?!.

To get out we swim to the Yellow Arrow.

We swim to the end of the corridor, rest against the door, open it.

PS: Look at the ceiling, there are air pockets in some places.

We see pointers to "Storage area".

We sail to the same room with containers.

Room "Plantation"

Now from-for the water we can go up there.

Red arrow - note(3)

Yellow - further down the story

White - The door leading to where we have already been. The "Loading bay" sign leads us back to the gateway.

We follow the sign "Plantation"

We go up the stairs.

We see the same room from the trailer.

Electricity will not kill you immediately and on the spot. It also deals damage over time like the goo on the First chapter island. Verified.
"Elevator", "Surface Access" - follow these signs.

We turn right.

We see the first email. shield. It requires 3 Duct Tape.

One lies nearby, and a note (4) is nearby.

Nearby there is a room with 2 more duct tapes.

We pick them up, return to email. shield, apply tape.

We go into the open room.

Red arrow - to the output "Surface access"

Yellow - el. the shield responsible for the door shown by the green arrow.

For the shield you will also need 3 adhesive tapes.

We will collect them later.

And let's get back here.

Therefore, we follow the red arrow - Surface access.

This exit leads us to the city.

For the first time we will face the Robots.

They are destroyed for a short time, 4 arrows.

4 hits with a machete.

BUT this will need to be done, because after disabling them from the head, we take the Key Card for Tangaroa.

PS: After some time they come to life again, they can be disabled again and get a card.

It is needed to open doors and enter buildings.

Does the dome have 4 doors??ri leading outside.

*There is a note at the exit near one of the doors.(5)

*In the square near the statue (6)

You can go open all 4, run to the raft and throw off all the loot found.

Replenish stocks.

After all, we will continue to explore the buildings, and we will need a lot of space in the inventory.

We explore the city every building.

The whole point of research: the search for duct tape and coins "tokens"

There is an achievement with tokens. All you need is 30 of them. Then these can be spent in the machine.

Loot houses, apartments, rooms. Take a machete. Come in handy.

In total, you will need 12 adhesive tapes. (Including the ones we found in the basement.)

We collect, we return.

We open the room "ELEVATOR". Then follow the signs to go further. (Loading bay leads back to the gateway)

We find the elevator, we see that we are on the -4th floor.

We rise to 0. we open the doors to the city.

We go to 8. There are a lot of tokens in this building. We leave to the balcony, we rise to the floor above. We go into the building. Then through the roof window.

On the zipline we go to the neighboring building, we go in the window.

We go up a few floors, exit through the broken window and go along the zipline to the Main building.

We climb the stairs, we go in. Elevator

We rise to "2". We see the doors, the Note (7) and the drawing "Large storage" and the Combination lock.

We select the drawing "Electric Watermaker"

This note will tell you the code.

Just a hint??ka if you want to write the code yourself.

If you don't feel like guessing and just enter the code

There is a dump of the head.

We get an achievement.

Let's get into it.

* Drawing "Water tank"

*Collect the last 2 notes.

1 lies on the control panel.

2 in the form of a sticker glued

Get the record collection achievement

Congratulations, you have completed the Second chapter.

Varuna Point

So, wait for the update.

Prepare your gear for moving underwater.

Enter the found coordinates.

On the way, do not forget to study all the new items added to the game (there is a drafting table for this).

We swim up to the cherished point.

From afar you can see 2 skyscrapers sticking out of the water, in the middle of the ocean.

You can climb one (there is a construction crane on it) by scaffolding and bird nests.

Let me clarify one point. There is an achievement at the location, I'm sure it's buggy.

You need to find all the caches if you see the "G" symbol on the wall. MEANS SOMEWHERE NEAR THE STUDY.

We rise to the floor above, and on the excavator we find the first note.

On the excavator and scaffolding we climb even higher until we find a ladder. We climb it and see the control booth (open the door and they will require the key of the crane from you) and the cable on which you can slide on the zipline. We do nothing. We rise even higher, go along the only path and pick up the box, the first drawing and the second note.

Climbing even higher are you on??dete 2 more boxes.

Now we dive under water in the same building. We study in order, from top to bottom. We swim to the 1st upper floor. Pay attention to jellyfish. in the light of a spotlight, they sail away from the light in different directions, at this moment you have to swim. There is no need to worry about oxygen, there are plenty of air pockets (either look in the ceiling or bubbles come from the floor, swim up to them and voila), but fins are needed.

Second note. We swim straight to the end along the corridor. Door to the right (red arrow on the screen). The far door, there will be an inconvenient enemy and a part for the spotlight. Float up in the air pockets, there are also boxes and some loot.

Now we swim to the green arrow. In the near left room.

We swim, there will be an evil fish again.

Red arrow - Spotlight detail

Blue arrow - some loot.

We return to the first note, we swim to the right into the elevator shaft.

Up and we find ourselves in a place where there is a lot of oxygen =)

We study, look into each room, we find 3 more Parts for the spotlight. But we only need 4. Most importantly, look into the room indicated in the screenshot. (As soon as you exit the bodice shaft)

There will be a note that is required for the achievement. Naturally there will be not a benevolent small fish.

As soon as the spotlight has been repaired, a new path will open for you in the transition between buildings.

But before these studiesride these ruins near the jellyfish, there is a box and a hidden construction helmet (note that it may not be taken if the inventory is full).

we swim, and we have only one way. Complicated by the fact that there are many traps and scattered boards with nails that cause damage to the character. So be careful. In general, the location is simple, since the player is led by the handle, it is difficult to turn the wrong way.

We go until we find the "key to the vault", a note, and the drawing "Improved headlamp". Then we climb the adjacent boxes above and find a wall with the symbol "G" in one of the rooms. Us there (who would doubt). We jump in and find a drawing with a hint on the wall near the door.

We open the doors, we go out. Be careful here you are in for a surprise.

We dive, there are bubbles nearby, we collect some oxygen. We swim right along the passage to the gate. Which will break our "boss".

A small recommendation. If there are no fins and an oxygen tank, then it is better to return to the raft and make 2 sets. It will be much easier for you to deal with it.

I played on normal difficulty with leg armor. And it deals quite a bit of damage.

The whole difficulty is in moving on water and oxygen.

Tactics:

Congratulations, you defeated the boss and got the achievement for it.

We swim further, rise, explore the ruins.

we find the drawing "Wind turbine" and "crane key" (for our construction crane).

Is the background shining for you here?Right in the eyes, go into the light and rest against the stepladder, climb it.

There will be a pipe nearby, we go into it (if you climb onto it, you can see another short pipe in the neighborhood, there will be a box with loot in it).

We pass further, rest against the door and find ourselves in the upper passage (in the very place where the spotlight was turned on and the jellyfish were dispersed). Nothing else holds us here, we run to the crane. We insert the key, pull the lever. We dropped the load on the 2nd building and we can go on a zipline. We go down into this hole in the roof. Until we find a room with a note - the coordinates of the next island, the "Improved Battery" drawing. In parallel, we get an achievement for the records.

Temperance

We set new coordinates and sail. Craft yourself some armor and a headlamp. To protect against bears. At night, you will come in handy because the island is large and you will spend a lot of time exploring it.

So, we get to the winter location.

The location is huge. But snowmobiles are kindly scattered here, which are not very convenient to manage. They even glide through the snow, but they are quite fast.

You will pay attention to the towers scattered throughout the island. For now, you don’t need to go / go to them (but if along the way, you can pick up cables from them. They do not occupy your inventory, but are shown in a notebook). Looking for a location with many domes
Here we will loot the first tower and find the first note (green arrow).

On red??, bunker. With poisonous gas, we are not going there yet.

We make a detour on the towers, explore the island. Pick up the cables

There are 8 radio towers in total. 16 cables.

We return to the location with domes, and conduct electricity in turn.

In the course of conducting electricity, loot each house, there are few resources in them, tokens for a vending machine (they lie in the most unexpected places). One of the houses will be a "first-aid post". This is where the next note will be.

A few healing ointments.

We carry electricity to the main building.

We feel that we are great and we go into it.

On the ground floor there are crates, loot, and vending machines.

We rise to the second.


We pick up the drawing of the "Improved Biofuel Purifier" and the burner or "blowtorch".

Pick up tokens (I found 4)

And we're leaving.

In the course of our research, we find this building:

We go to him =) A note hangs on the iron gate, We take it.

We pass and find ourselves in the building.

In it we find 4 notes - hints.

2 story entries.

Several tokens for the machine.

And here is such an unusual control panel.

Nearby there will be a safe with a combination lock.

To him, we need to guess the password from the prompts.

Constellation posters on the walls will help you solve the puzzle.

If anyone is too lazy to guess.

We open the safe.

It contains: "the key to Sellena", Tokens, and a drawing.

We go further to the building on the mountain. Let's go to thecompanies.

For the panel on the right, we needed a blowtorch, after we melted the ice, we use the key. The gates open.
We go down and study what is required of us. We take the record.

Of all the doors, only one is available to us. Next to it is a cabinet with chemicals. protection.

We put on a suit and go down ....

We solve the riddle with chemical elements.

The gateway opens. You can follow him without a suit.

We take the first control rod. and move on down the corridor.

You will find a cabinet with chemical protection and opposite it is a door behind which there will be a staircase down.

We put on uniforms and descend.

We turn the valve, but carefully there is an ambush.

We go to the right of the valve, we rise.

We find the 2nd control rod.

We follow. room. Turn on the lasers with the lever on the wall (green oval). Adjust the angle (blue oval). Until we break the panel on the door)

Next, we put on a chem. protection and go to the next laboratory.

That principle. lever, laser, rotate mirrors.

Here I will leave you to solve the problem, you need to do something yourself (:

Open the door, take the last rod and note.

We return to the beginning, insert the rods. Lever arm. Failure, a manual start is required (who would doubt it). The key to the reactor appears on the panel. (Door on the right)

Well, it must be so.

All valves must be activated again. It's strange, of coursebut oh well.

Keep in mind that spiders respawn all the time. Until you close the valves.

Don't forget chemical protection.

We are doing heroic work.

The gateway opens. Eeeee...

Let's free the dude.

We take the drawing.

The last note, with the coordinates.

And coins.

We get an achievement.

By the way, there is another achievement that you can get. If you are careful not to do so.

You need......

Drown snowmobile

Now fso.

Congratulations, we have passed another island!)

To be continued...