In our guide to the survival game Raft we will show you how to reach Vasagatan and how to find all the treasures and information. For this, you have to complete some tasks on the 6 floors that we will guide you through step by step.
To get to Vasagatan, Raft's second story objective, you need the code found on the "People" note in room E-1 at the top of the radio tower. Vasagatan is not an island but a stranded cruise ship.
You should know this beforehand: On Vasagatan, not only a lot of loot awaits you, but also combative enemies who want to get at you. Before entering the ship, you should maximize your health, water, and food so that you don't run out all at once in a fight. In order to be able to defend yourself against the enemies inside the ship and to survive the adventure, you should carry the following items and weapons with you:
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But don't forget to leave enough space in your inventory for new loot. If your inventory is too full during the adventure, you can always go back to your raft and put your loot there.
You can complete some missions only after completing a task on another floor. Just follow our guide. We have an overview of the tasks per floor for you here:
Anchor your raft at the back of the ship and enter via it. Go through the door that says "Authorized Personnel only". Follow the tunnel and pull the lever on your right that turns on a light above the table, which will give you a note. Gather the rest of the loot in this room and get the crowbar, which you can find on the table with the red lamp. You can now use this to break open the closed door, which is also labeled "Authorized Personnel only".
Go through the door into the hallway where you will hear noises behind another door on the left. Behind this door your first opponent on this ship is waiting, a giant rat known as "Lurker". Now grab your spear or bow to finish them off.
How to defeat the Lurker: Once you have equipped your spear or bow, open the door and wait for the Lurker to jump at you. Then run forward and jab with the spear, or shoot an arrow at him. Walk back and wait for him to try to jump you again and repeat this method until the lurker is finished.
In the room where you defeated the lurker, to the left of the front door is a red locker with a padlock that you can open with bolt cutters. which you will get now.
Back in the hallway, you notice that the next door leads to the stairs, but you need a blue key to open it. Therefore, first of all, go further until you see a bathroom on the right side, in which you will find a red key and scrap metal. When you exit the bathroom keep right and keep following the hallway to a dead end with two doors, one of which requires the red key. But go through the other door first.
Now you are in the kitchen where you will find another note and a gas canister which you collect. Now you can open the door that requires the red key and go inside the room. Run across the room to the other side where you will find the bolt cutter and another note.
There are also two workbenches in the left end of the room for which you need the following items:
Left workbench:
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On a shelf, in an open closet, you can find one of the mechanical parts already in this room. Collect it and any other loot you need.
Go back to the room where you killed the lurker. Here you can now go to the red locker with the lock and break it open with the bolt cutters. In the locker you will find the blue key to the stairs and another note.
Go through the hallway to the door that you need to open with the blue key to get to the stairs and open them with the blue key you just got. The stairs now let you get to the upper floors of the ship, where you will now also face Lurker in open areas, best have your bow or spear ready.
Head up the stairs to the second floor where you will find yourself in a room with pool tables but also hear the sounds of lurkers located here. Turn left toward a door with a green exit sign hanging above it, showing a person, a down arrow, and a door. Go through the door into the bar behind it. On the bar counter you will find the ball and another note that you collect.
At the DJ desk you can find another mechanical part. Go outside to the empty pool on the deck, on the bottom of which you will find the third mechanical piece and go back through the bar to the stairs in the room with the pool tables.
Go down the hall to the room marked "1" where you will find plastic in the bathroom. Leave this and turn left. Go to the end of the hallway where you turn left again. You should now see a half-open door with a Lucky Cat stature. Unfortunately, you can't pick up the statue, so you go to the room marked "2".
In room "2" you will find another piece of plastic in the bathroom, as well as a cassette that is on the desk and contains a note.
Exit the room and turn left where you will find the captain's cabin numbered "3". Inside you will encounter a lurker that you must defeat. You will also find a safe that you can open with a four-digit code that you only have to find on the 3rd floor. Now exit the room and turn left to the door at the end of the hallway.
This is the last room on the second floor where you'll find some crates, plastic, junk, some food in a cooler, as well as the fourth mechanical part. Then go back to the stairs that took you to the second floor.
Go back to the stairs that took you to the second floor. Next to it is the staircase that will take you to the third floor. There are already aggressive Lurkers waiting for you here, so grab your chosen weapon and defeat them.
Once you've killed all the lurkers, open both doors with green exit signs, but you don't have to go out through them. Now follow the hallway that is behind the stairs. On the left is a door that will also take you outside. On the right is a room for which you need a key card first. So go down the hall into the dining room, on whose serving tables you will find a box of food. To the left of that you'll find a supply cupboard, in front of which you'll find the fifth and final mechanical piece on the floor.
Now turn to the round table in the room where you will find a piece of plastic, the four-digit code (opens the safe in the captain's quarters) and a note.
Now open the exit door on the opposite side of the room and go through it outside to the helipad where you will find various loot. Gather what you need and go back into the room and leave it. Follow the hallway and go left, then left again and you will find the stairs that lead to the fourth floor.
Again, you will be greeted by lurkers, which you must kill again. Then go back to the stairs and look to the right. There you will see a room that has a raised dance platform where you will find a key card. On a serving table, on the left side, you can also grab a piece of scrap metal.
You have here again several exit doors that you can open. Take a look to see if there's anything outside and then go back inside, back to the stairs.
Face the stairs and take the left hallway where you will see a door blocked by a black fridge. To move this you need a jack, which you have to find first.
Go back to the third floor and have your gun ready as lurkers can respawn. Eliminate all the lurkers and go to the door that you can only open with the keycard. Open it and go into the office-like room. On a desk you will find a green key that you collect.
Now go back to the stairs that lead to the fourth floor and go up them. Turn left at the top and follow the hallway. Turn left again and you have found the stairs to the fifth floor.
Climb the stairs to the fifth floor and turn left where you will find a crate with supplies. On the opposite side of the crate is a door that can be opened with the green key. Open this up and have your weapon ready as there is a lurker in this room that you will take out. In this room there are again doors that take you outside.
If you were outside, go back inside and head towards the bookshelves you'll pass and end up in front of a bed. There is a lighter and a cassette on the bed, and a box on the floor next to it. Collect everything and go back to the second floor.
Back on the second floor, go to the captain's quarters and take out the lurker if it respawned. You can use the code you got from the third floor to open the safe. Inside you will find electrical wires and another note.
Once you've collected everything, it's time to return to the first floor.
When you reach the first floor, go into the room where the two workbenches are. Now that you have all the resources you need, you can go to the left workbench to make a bomb and the right workbench to make a jack.
Once you've made everything, go back to the fourth floor, where the fridge is blocking the door. Watch out for respawned lurkers as you head there
When you get to the fridge, you can now use the jack to push it aside and open the door.
In this room you'll see a desk with a note on it and a box of supplies underneath it. Once you've looted everything, head left into the bathroom where you'll find a box of food. Exit the room and go around left, then left again and take the stairs that lead to the bridge on the sixth floor.
When you reach the sixth floor, place the bomb on the bridge door and go down the stairs to avoid being hit unnecessarily by the explosion.
Once you've blasted the door, go inside the bridge where you'll find exit doors on either side that you can open. If you are outside, now go back inside and go to the ship controls. Here you will find the blueprint for a steering wheel, the blueprint for an engine, and a note with the code for Balboa Island. In the room you will also find a food box, a supply box, and other loot.
Once you have collected the last note, you will receive the "Vasagatan Historian" achievement.
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