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Navigating to the Tower & Exploration — Raft Guide
Raft

Navigating to the Tower & Exploration — Raft Guide

Discover how to navigate to the Radio Tower in Raft, find clues about Utopia, and uncover the story of the engineers. Learn about Vasagatan and Balboa Island.

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Discover how to navigate to the Radio Tower in Raft, find clues about Utopia, and uncover the story of the engineers. Learn about Vasagatan and Balboa Island.

The story of Raft begins with the player crafting a Receiver and three Antennas to install on their raft. Four-digit codes, randomized for each player, can be entered into the Receiver to initiate the story progression.

Walkthrough
  1. 1
    The First Chapter:
  2. 2
    Radio Tower: This is the first destination. Inside and around the tower, players will find notes and transcripts detailing the survivors' stories. The topmost room contains Tala, the first survivor, and a whiteboard hinting at 'UTOPIA'. The code to the Vasagatan is also provided here. Blueprints for the Head Light and Recycler, along with Loot Boxes, can be found within the tower.
  3. 3
    Notes and Lore: Four story-related notes are found at the Radio Tower. Three are diary entries from Cuckoo, Owl, and Sparrow, likely engineers working on reactors and aiming for Selene. The notes detail their struggles, Sparrow's disappearance with their boat, and hopes for the reactor's completion. Owl's Radio Notes include radio traces of distress calls from Balboa Island and Varuna Point, mentions of Tangaroa City, and communications from Sparrow indicating he reached Selene. A cryptic note mentions Utopia, which Owl doubts exists.
  4. 4
    Vasagatan: The code from the Radio Tower leads to this abandoned super yacht.
  5. 5
    Balboa Island: A distress call from this location is mentioned in Owl's notes.
  • The Second Chapter:
    1. Caravan Island: A location within the second chapter.
    2. Tangaroa: A location within the second chapter, mentioned in Owl's radio notes.
  • The Third Chapter:
    1. Varuna Point: A location within the third chapter, with a distress call mentioned in Owl's notes.
    2. Temperance: A location within the third chapter.
    3. Utopia: The hinted final location of the game.
    Tips
    • The story progression is initiated by crafting and installing a Receiver and three Antennas on the raft.
    • Four-digit codes found around the world are randomized per player.
    • The Radio Tower provides essential blueprints and hints towards the game's ultimate goal.

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