In our guide to the survival game Raft, we will show you how to find the island of Tangaroa and how to find all the treasures and information. For this, you have to complete 6 tasks, which we will guide you through step by step.
Tangaroa is a floating domed city that you can reach after finding its coordinates in Caravan Town on a note in the chest in the local mayor's house. It houses a lot of scraps but also many treasures that can be useful to you.
You should know this beforehand: You are not alone in this city! The robots left behind by the former inhabitants of Tangaroa now live here. For the later dives, you should also have enough oxygen tanks with you and leave plenty of free space in your inventory for loot. You have to solve a total of 6 tasks on Tangaroa:
To find the domed city entrance, you need to follow the yellow arrows on the side walls of the island.
Once you've found the entrance, go inside and walk through the first corridor. Since the right door is locked, go left towards the cafeteria. Watch out for lurkers who roam the corridors and are sometimes quite resilient.
Once in the cafeteria, go to the worktops where you will find a note.
Now go further into the kitchen, where you will find the first generator part, of which you need two more for the next section. When you've explored everything in the cafeteria and possibly collected loot, go through the door opposite the one you came in through and follow the left path to find the second generator part.
Once you have found the second generator part, go back to the main corridor and from there into the storage area. After you have entered this, you will find the third and last generator part to your left. Now that you have all the generator parts together climb up the ladder to your right. At the top, you should find the generator after you connect all three generator parts to power up the magnet crane.
Once you've done that, you'll have to complete a mini-game of arranging the containers to open the path to the next area.
To successfully complete the mini-game, you must create a path from left to right on a 7x5 grid with two empty spaces. One of the two empty slots is to your left, and the other is to the right of the exit. You move the containers with the magnetic arm, which you control using the control panel near the generator.
There are two types of containers:
Both types of containers can be moved into an open space, the open sides do not have to be connected as long as there is an open space between them. Here is the minigame solution:
After successfully getting through the containers, you'll find a water pipe blueprint on the right behind the first door you go through, and another note next to it. Then follow the path to Surface Access.
There is a locked door across from you, so climb up the ladder to your right and open the hatch there. Opening the hatch allows water to flow in and flood the corridors. This will open the locked door, which you then go through as quickly as you can and follow the path. At the end of the path, you will reach a door that was previously locked from this side, open it and swim back to the storage area by the containers.
When you get to the containers, the water level should already be high enough to swim onto containers, where you will find a broken ladder to the plantation. Climb these up. In the first room of the Plane, you will find another note on the table. To get back to your raft via a short path, go through the door on the right.
Then you go back to the path to the plantation and climb up the ladder. You should now face a flooded room by electrifying the water at 2-second intervals. To get through this space, you must move across the dry areas and can only swim when the water is not being electrified.
Now from where you entered this room, you have to go through the door that has a green light on. In the room behind this door, you will find 2x Duct Tape, which you collect. Then exit this room and go into the one behind the door with the red light, finding another duct tape and a note. You can now use the adhesive tape to repair the control box, releasing the door opening.
Go through this opening into the next room, where you will find another door with a red light and a control panel. However, since there isn't enough tape to fix the panel, you'll need to get some tape from the buildings around town first and come back here later. For this reason, you first go through the door straight ahead to get to the surface.
Once on the surface, turn around and open the gate in front of you to have direct access since you must return to this place to repair the panel.
So-called "butler bots" await you on the surface, which were actually intended to maintain Tangaroa. However, due to years of lack of maintenance, they have been damaged and are now hostile to visitors.
You must defeat the Butler Bots to get Tangaroa Keycards, which you can use to open rooms in the buildings. So defeat as many as you can!
While searching for and defeating Butler Bots on the surface, go to the statue in the center, as you will find another note on its pedestal.
To find at least 9 tapes that will help you gain access to the room behind the locked door, you must explore the buildings on Tangaroa. The key cards you collected from the butler bots will help you with this.
Your next target is the building connected to the central tower. This can only be reached from one of the buildings via a zipline, which can only be reached via an elevator from the plantation below.
Once you've collected the 9 tapes, return to the door with the red light and repair the control panel. This will open the door to the elevator area and also disable the electricity that electrifies the water, allowing you to walk through the water safely. In the following room, you will find a blueprint for an electric air purifier.
Before heading to the elevator, go to the loading bay and open the closed door you saw when entering Tangaroa.
Go back to the elevator and go to Floor 0, there you open the door that leads to the surface. Then you take the elevator to the 8th floor. You can find more Tangaroa Tokens here, which can be used to obtain special items from the vending machines at the base of the central tower.
Now go to the outside area of the 8th floor, and from there to the room at the top. In the other room connected to the room, there is a broken window that takes you to an outdoor area. From there, climb up the crates and machines to get to the zipline that leads to the adjacent building.
You'll find yourself at a 4-story unit where you can search the higher floors where you'll find more Tangaroa tokens as well as materials. On the fourth floor, you will find another broken window leading you to the zipline that will take you to the central tower. Once at the tower, climb up the ladder to the room where the tower's elevator is located.
On floor 0 of the tower, you will find the next note and a door that will take you to the base level, which you open. Next, go back to the elevator and the 2nd floor where you will get a note and a blueprint for a large camp.
The last note you received has the names of the streets, along with symbols. Now go to the streets and use the symbols to determine which buildings are involved. These buildings, in turn, have numbers that are later used as the emergency bridge launch code.
Here are the building numbers:
After getting all the numbers of the buildings, go back to the central tower and take the elevator to the 2nd floor. Now enter the emergency bridge launch code "4-8-1-3" on the control panel of the emergency bridge, which causes the bridge or the cockpit part of the tower to be thrown out of the dome into the sea.
For the final step, get your raft as close to the bridge as possible. Enter the bridge by climbing the ladder on the side and then down through a hatch. Here you will find a note with the coordinates of Varuna Point, as well as another note and a blueprint for a water tank. Now you can get back on your raft and prepare for Varuna Point.
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