Items
Raft hands out its important kit by place, so the useful question is never what an item does but which stop still owes it to you. Our blueprint list runs thirty entries across eight named locations plus the barrels that drift past your deck. The three battery charger parts all sit on one island. The Selene Key and the Blowtorch belong to the ice island near the end of the story. The anchor is built wherever you happen to be floating, and wool comes off an animal you have to catch on one of the Big Islands instead of any story stop at all.
Two of those stops carry a number in our guides: the battery charger page calls Caravan Island the fourth story island, and the Selene Key page calls Temperance the seventh. Two more positions come out of the wording rather than a count, since the Head Light at the Radio Tower is handed over as a reward for preparing Vasagatan, and the Utopia Code is one of the things Temperance gives up. The other stops appear with no position attached, so the table below follows that partial order and leaves the gaps as gaps.
| Where it sits | What our pages put there | Blueprint entries on our list |
|---|---|---|
| Barrels in the open water | Antenna and Receiver, both called early pickups | 2 |
| Radio Tower | Recycler on a whiteboard at the top, Head Light in a crate for preparing Vasagatan | 2 |
| Vasagatan | Engine and Steering Wheel, both in the cockpit | 2 |
| Balboa Island | Ranger Station, Relay Station 6, Relay Station 4 and Mama Bear's Cave | 4 |
| Caravan Island, the fourth story island | Three battery charger parts, the charger blueprint at the Mayor's office, plus Engine Controls, Firework, Metal Detector and the two zipline entries | 6 |
| Tangaroa | Plantation, Main Tower, the Bridge and the basement | 4 |
| Varuna Point | The jellyfish tube, the building opposite the crane, the back of the crane and the planning room | 4 |
| Temperance, the seventh story island | Selene Key and Blowtorch, the safe blueprint, Igloo Village, the Reactor Room, the marketplace and a balcony table | 5 |
| Utopia | Detto's house | 1 |
| The Big Islands | Llamas, the one wool source our page names | 0 |
What reaches you before the first island
Two entries on the blueprint list never involve going ashore. The Antenna and the Receiver are both described as coming out of barrels bobbing in the ocean, and both are named as early acquisitions, which makes them the only two entries on the list you can pick up without leaving the raft.
The anchor works the same way, in that nothing on a map gates it. Our anchor page unlocks the Throwable version early for 2 Planks, 4 Rope and 4 Stone, warns that it survives exactly one use, and says it goes on any foundation block with the bucket pointing at the water. The Stationary version arrives later and costs 10 Planks, 6 Rope, 3 Metal Ingot and a Hinge, wants a three-by-three foundation with the middle piece pulled back out so there is a clear route down to the seabed, and then works as often as you like, so one of them is the whole answer. A third kind exists as well, and it ties this page's first item to its last island, because the Advanced Stationary Anchor blueprint is sitting in a safe on Temperance.
Radio Tower, Vasagatan and Balboa Island hand over raft hardware
The first stops on the list pay mainly in raft fittings, with one weapon blueprint among them. The Radio Tower's two entries are the Recycler, pinned to a whiteboard at the top, and the Head Light, which our list frames as payment for getting Vasagatan ready. Vasagatan itself gives up the Engine and the Steering Wheel, both in the cockpit at the far end of the ship, which our page says you reach by planting a bomb.
Balboa Island's four are spread wider: the Biofuel Refiner on a desk in the Ranger Station, the Fuel Tank inside Relay Station 6, the Fuel Pipe inside Relay Station 4 and the Machete in a crate in Mama Bear's Cave. That last one matters outside this page, because the weapon crafting recipes cannot produce a Machete until the Balboa cave has been visited.
Caravan Island: three parts, one workbench and a duplicate entry
Caravan Island carries more entries than any other stop on our list at six, although two of the six print the same directions, since the Zipline and the Zipline Tool entries both send you to the room in the central tower with three Zipline Parts in hand. The rest are the Engine Controls on the desk in the Mayor's Chest, the Firework, the Metal Detector down a pipe on the seabed and the Battery Charger blueprint itself.
That blueprint is the island's real errand. Each part is a paired set of the red and blue alligator connecting wires, which light up once they fall inside your line of sight, and our page puts the first just past the Caravan Town docks by the hanging Bandar Kafilah sign, the second on top of the blue trailer at the head of the mountain stairs, and the third between the trailers above a small cliff you reach by crossing the bridge from the red-flagged tower at the island's centre. With all three collected, the blueprint is crafted at the workbench in the Mayor's office, and both of our Caravan pages put a key in the island's infirmary: the office key on one, the Mayor's Chest key on the other. The charger then costs 15 Plastic, 5 Scrap, 1 Circuit Board and 4 Titanium Ingots, and it runs on Biofuel piped in from a tank.
Tangaroa and Varuna Point carry four entries each, and most want a job done first
Five of those eight sit behind something you have to finish first, and the other three only ask you to look in the awkward spot. Tangaroa's four are the Electric Purifier at the Plantation, which our page puts behind a detour through the island's apartments, the Large Storage at the top of the Main Tower just above the four-digit code clues, the Water Tank on the Bridge that has to be launched from that same tower, and the Water Pipe in the basement past the big storage room and its crane puzzle.
Varuna Point mixes the two kinds as well. Our page calls the Advanced Headlight the first blueprint you come across there, through a hole in the tube between two buildings with jellyfish around it; the Advanced Battery needs the crane keys and the unfinished building facing the crane; the Electric Grill is on a wooden box round the back of the crane rather than out along its arm; and the Wind Turbine waits in the planning room until the Rhino Shark fight is over.
Temperance: the key, the blowtorch and the code 5964
The seventh stop needs two items before its research facility opens, and both are on the island. The Selene Key comes out of a safe deposit box beside the machine that cracks the building's notes, on a four-digit code our pages give twice as 5964, and our Selene Key page has that box hand over a Vending Machine Token and the Advanced Stationary Anchor blueprint with it. Our blueprint list places that anchor blueprint elsewhere, in a locked safe at the far end of the observatory reached by solving the starlocker puzzle, on the same code, so the two accounts agree about the island and the digits but not about which room the safe stands in. The Blowtorch is behind a chore instead of a code: power the Igloo Village by taking 10 Electric Cables from the island's five towers and another 2 from the tower beside the generator, then run that dozen from the generator to each dome in turn. The table upstairs in the village's main building holds the Blowtorch, and our Selene Key page puts the Advanced Biofuel Refiner blueprint in the same room.
With the door open, Temperance keeps paying. Stabilising the reactor unlocks the Reactor Room and the Electric Smelter blueprint inside it, and the facility is also where the Utopia Code turns up. The island's other two entries are the Electric Zipline, in the top room of a building on the marketplace that you reach by stacking boxes, and the Titanium Tools blueprint on a balcony table under a broken window.
Utopia and the llama sit outside the pattern
Utopia contributes a single entry, the Big Backpack in Detto's house once the digging puzzle is solved, which makes it the thinnest stop on our list. The entry describes itself as the first blueprint on the island rather than the only one, so treat that section as a start and not as a total.
Wool is the opposite case, because no story stop supplies it. Our page says it cannot be picked up from the environment at all and names the llama as its one source, so the trip is to the Big Islands with a Net Launcher and a Net Canister, both of which have their recipes on the weapon crafting page. Once the animal is netted and carried home it still has to be tamed, which means a fenced Grass Plot enclosure watered often enough to keep the grass growing, and only then can Shears made from a Hinge, Scrap and a Metal Ingot take the wool off it. That wool goes into Backpacks, into Leather Gloves and Leather Helmets, and into Leather Body Armor, which is why the final place on this list is a paddock on your own deck rather than anywhere on the map. What the rest of the raft needs, from drinking water to a spear, is laid out on our Raft guide.