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The inside of the boat is very dark, so use the blueprint you’ve found in the Radio Station to craft several headlights (it took me 2 headlights to explore everything). I’ve made a map to help you find your way and understand better my explanations.
- There are 11 notes.
- There are 2 blueprints to find, one for the Engine and one for the Steering Wheel, they are next to the post-it with the coordinates for the next story place in the last room you explore (the bridge).
The boat has many locked doors. To progress, you will have to find many items that unlock places to find other items that unlock other places… It’s kind of a treasure hunt.
Also you can check our all Raft Guides.
Cruise Ship/Yacht Walkthrough
=> Get 1 [Mechanical Part] in the swimming pool (on the yacht)
=> Go at the back of the yacht to enter the Hold.
=> First room, the Engine Room. You can use the lever on the wall to turn some lights on in the yacht but it’s not necessary. There’s a [Note] on a table and a [Crowbar] + a [Recorder] on another table (you’ll pick both up at the same time). Use the [Crowbar] to open the next door.
=> Ignore the 1st door (on your left) and the 2nd door (on your right). Enter the 3rd door (on your right), the Bathroom, to get a [Red Key].
=> Continue down the corridor until you find a 4th door (on your left), the Kitchen. Inside you’ll find a [Gas Tank] and 1 [Note].
=> Reach the last door which you can open with the [Red Key] to enter the Workshop. Collect the [Mechanical Part] on a shelf, the [Bolt Cutter] and a [Note] on a table, then go back to the 1st door in the corridor.
=> Open the 1st door in the corridor to enter the Staff Room, careful there’s a Lurker there. Open the locked locker with the [Bolt Cutter] to find a [Note] and a [Blue Key].
=> Open the 2nd door in the corridor with the [Blue Key] to show the stairs, Take them to reach the 1st Floor.
=> Go on your left to reach the Dance Hall where you will find a [Bullet], a [Note] and a [Mechanical Part].
=> Go back to the stairs, climb them to reach the 2nd Floor. Careful there’s a Lurker there. Ignore this floor for now and go straight to the 3rd Floor (careful for another Lurker).
=> Get the [Key Card] on the Stage, then go back down to the 2nd Floor. Careful for the Lurker, it will be back.
=> Reach the 1st door in the corridor (on your right) which you can open with the [Key Card] to enter the Library. You’ll find a [Green Key] there, take it.
=> Continue down the corridor to the Dining Room, you’ll find a [Four Digit Code] and a [Note] on a table; and a [Mechanical Part] against a door. Then go back to the stairs and climb up to the 4th Floor.
=> Open the only door with the [Green Key], careful for the Lurker there. Take the [Note] and the [Lighter] on the bed, on the other side of the huge bookshelf. Then go back down all the way to the 1st Floor. (as usual, the Lurker will be back at the 2nd Floor, so careful)
=> After exiting the stairs, go on your right until you reach Cabin 2 (there will be a big 2 next to the door), take the [Note] there.
=> Continue down the corridor until you reach the Captain’s Quarters (with a big 3 next to the door). Careful, there’s a Lurker waiting on the other side of the door. Enter the cabin and open the locked chest with the [Four Digit Code], inside there’s 1 [Note] and some [Electrical Wires].
=> After exiting the cabin, look on your left for a door at the end of the corridor, enter the Storage Room where you will find your last [Mechanical Part]. Then go back to the last room in the Hold: the Workshop.
=> Craft the [Car Jack] and the [Bomb] on the two tables. Then go back up to the 3rd Floor (remember, a Lurker will be back on the 2nd Floor and 3rd Floor…)
=> Find the open door blocked by some fridge, use your [Car Jack] to move it out of the way. Inside the room, you will find a [Note]. Go back to the stairs and climb them up until you reach a locked door.
=> Use a [Bomb] to open the locked door, go down the stairs a little to not get hit by the explosion.
=> You will find 2 [Blueprints] on the left of the room and 1 [Note] on the Steering Wheel. The note on the Steering Wheel is necessary to go to the next story place.
Reaching the last room of the boat will give you the achievement [Bootleg Fireworks!]
Cruise Ship/Yacht (Notes/Blueprints)
The 1st note is in the boat’s hold, in the engine room, on a table.
=>[ I heard from the captain we’re heading…] – Page 7
The 2nd note is in the boat’s hold, in the kitchen, on a counter.
=>[Ruben, The yacht is ill prepared for this journey.] – Page 7
The 3rd note is in the boat’s hold, in the last room at the end of the corridor, the workshop, on a table.
=>[ I saw a large rat last night…] – Page 7
The 4th note is in the boat’s hold, in the first room in the corridor, the staff room. It’s inside a locked locker, you need to get a bolt cutter in a room at the end of the hold to open this locker.
=>[TRAVEL LOG OLOF The captain keeps complaining about my route.] – Page 9
The 5th note is on the 1st Floor, in the Dance Hall, next to where you find the bullet.
=>[TRAVEL LOG OLOF As I’ve suspected the crew is completely incompetent.] – Page 9
The 6th note is on the 2nd Floor, in the dining room, on a table next to the Four Digit Code.
=>[TRAVEL LOG OLOF These ‘lurkers’ have potential.] – Page 10
The 7th note is on the 4th Floor, on the bed with the lighter, behind the huge bookshelf.
=>[(Transcribed) [The ship’s hull grinding against solid rock]] – Page 12
The 8th note is on the 1st Floor, on a desk in Cabin 2 (it has a big 2 next to the door).
=>[(Transcribed) (Hanne) – “But what does that mean? You can’t just fire them.] – Page 11
The 9th note is on the 1st Floor, in the locked chest inside Cabin 3 (it has a big 3 next to the door). You can open the chest with the Four Digit Code you found on Floor 2.
=>[(Transcribed) (Captain) – “Knocking” “Wilksirom, it’s urgent. There’s mist now.] – Page 11
The 10th document is on the 3rd Floor, on a desk, in a room blocked by a fridge. To remove the fridge, you need to craft a car jack in the boat’s hold by combining 5 mechanical parts scattered around the boat.
=>[CITIES IN THE BLUE calling the cost of the project’s realization…] – Page 8
The 11th note is on the last floor, on the steering wheel. The room is blocked by a locked door: to open it you need to craft a bomb in the boat’s hold by combining 1 electrical wires (locked Chest, 3rd Cabin, 1st Floor), 1 lighter (on a bed, 4th Floor), 1 gas tank (on a kitchen counter, Kitchen, Boat Hold) and 1 bullet (on a bar counter, Dance Hall, 1st Floor).
=>[Balboa ?! #….] – Page 12
The 2 blueprints (Steering Wheel and Engine) are on the last floor of Vasagatan. The room is blocked by a locked door: to open it you need to craft a bomb in the boat’s hold by combining 1 electrical wires (locked Chest, 3rd Cabin, 1st Floor), 1 lighter (on a bed, 4th Floor), 1 gas tank (on a kitchen counter, Kitchen, Boat Hold) and 1 bullet (on a bar counter, Dance Hall, 1st Floor).
More of this sort of thing:
- Raft Chapter 1 Walkthrough & Guide (All Notes/Blueprints)
- Raft Vasagatan Walkthrough & Guide (All Notes/Blueprints)
- Raft Tangaroa Walkthrough & Guide (All Notes/Blueprints, Tokens)
- Raft Chapter 2 Walkthrough & Guide (All Notes/Blueprints)
- Raft Caravan Town Walkthrough & Guide (All Notes/Blueprints)
- Raft Balboa Walkthrough & Guide (All Notes/Blueprints)