Raft Story Walkthrough Part 2: Caravan Town, Tangaroa, and Varuna Point

Raft Chapter 2 and the start of Chapter 3: build the zipline tool from three Caravan Town parts, open the mayor chest for the Tangaroa coordinates, launch the Tangaroa tower top for the Varuna Point coordinates, then beat the unskippable Rhino Shark with explosive barrel pillars and drop the crane load to reach Temperance.

Raft Story Walkthrough Part 2: Caravan Town, Tangaroa, and Varuna Point
Guide chapters11 chapters

Chapter 2 starts where Chapter 1 ends: with a zipline tool, a floating city, and the first fight you cannot skip. This walkthrough covers Caravan Town, Tangaroa, and Varuna Point in order, from the three zipline parts and the mayor chest to the Tangaroa tower code, and finally the Rhino Shark, the first boss fight the story forces you to win.

Tall buildings rising from the sea, the skyline of a story island chapter

At a glance

  • Chapter: Chapter 2, story islands 4 and 5, plus Varuna Point, the first island of Chapter 3

  • Order: Caravan Town, then Tangaroa, then Varuna Point

  • Key gear to bring: zipline tool, bow and metal arrows, oxygen bottle, flippers, explosive goo

  • What you leave with: battery charger and engine controls blueprints, Tangaroa coordinates, crane key, Temperance coordinates

  • Price checked November 3, 2026: 13.39 dollars, 33 percent off the 19.99 dollar list price

1. Caravan Town: three zipline parts, then the mayor chest

Caravan Town is a shantytown of trailers and caravans stacked along cliffs, abandoned after a salmonella outbreak drove its people out. The whole island is one puzzle with a single prize: the zipline tool. Without it you cannot cross the island, and without crossing it you cannot reach Tangaroa. Bring a bow: the white screecher here is smaller than the large island screecher but just as persistent with its rocks, and it will harass you the entire time you work.

The three zipline parts are found in three very different places. The first comes from a well puzzle: turn the pipe heads, work the hand pump at the top where the pipes meet, and fill the well to retrieve the part. The second is underwater: follow a submerged pipe down, using bubble vents to refill oxygen, until you reach a container holding the part. The third needs explosive powder, made by drying explosive goo from a pufferfish in a smelter: load it into the red tank rocket on the hill, fire it, and the last part comes down with the debris, attached to a doll that rode the rocket.

Take the parts back to the building with the red flag, craft the zipline tool, and equip it. Now the island opens up: zipline from the red flag building to the infirmary caravan for healing salves and the key to the mayor chest, then zipline to the caravan marked MAYOR. Inside, place the battery charger parts you found around the island to earn the battery charger blueprint, open the mayor chest for the engine controls blueprint, and take the coordinates for Tangaroa. That chest is the real exit ticket from Caravan Town.

A tall makeshift settlement of stacked structures on the water
A player riding a zipline away from a tall blue tower over the sea

2. Tangaroa: get inside the dome, then launch the tower top

Tangaroa is an abandoned floating city under a huge glass dome, with five enormous locked doors around its sides. Park your raft at the water level entrance between the entry and one of the huge doors, which you will open from the inside later. Inside, the route runs upward through an apartment building: take the elevator to the eighth floor, cross rooms to a balcony with a zipline, zip to the building opposite, and keep climbing until a second zipline carries you to the tall blue tower in the center of the city.

The tower holds the island in miniature: notes, and four blueprints for the water pipe, the electric purifier, the large storage, and the water tank. On one floor a note lists street names and symbols: that is the hint for the launch code. Each named shop has a number above its door; visit them, read the numbers in the order the note lists them, and enter that code at the panel. The tower top detaches and drops into the sea.

Sail to the tower top floating in the water and climb inside by ladder. Next to the ladder you find a note with the coordinates for Varuna Point and the water tank blueprint, and nearby you meet Elaine, an unlockable playable character. Tangaroa has ten notes and four blueprints in total; if you leave without the Varuna Point coordinates, you have missed the whole point of the visit, so check the tower top before sailing on.

A huge glass dome rising above the sea, the floating city of Tangaroa
Tall towers rising from the water in a floating city

3. Varuna Point: spotlights, the Motherlode, and the Rhino Shark

Varuna Point is the first island of Chapter 3 and the first story location built mostly underwater: two half submerged skyscrapers under construction, with jellyfish in the flooded rooms, anglerfish in the dark, and lurkers patrolling the dry upper floors. Bring an oxygen bottle and flippers; you will spend most of this island swimming. A zipline tool is also required to progress.

Start between the two buildings: a hole blocked by jellyfish leads in, and a working spotlight nearby occasionally sweeps light across it. When the light lands on the jellyfish they drift aside, and that is your window to swim through. Inside, explore floor by floor for four spotlight parts, watching for anglerfish in dark rooms. Repair the broken spotlight with the four parts and it shines on a second jellyfish blocked opening, leading to a tunnel bridge holding the Motherlode Key and the advanced head light blueprint.

Deeper down, the Rhino Shark crashes through a gate and the boss fight begins. This is the first boss the story forces you to beat: you cannot just swim past it. The fight runs across three levels. On each level, lure the shark to charge a broken pillar, place an explosive barrel inside the pillar, and taunt the shark into charging it again so the barrel detonates and opens a hole in the ceiling. Climb through, repeat on the next level, and after the final detonation the shark is defeated. Loot the room beyond for the crane key and the wind turbine blueprint.

Glowing jellyfish drifting in dark water, the living gates of Varuna Point
A shark with its mouth open swimming toward the camera underwater

4. The crane: dropping the load and leaving with Temperance

Climb the scaffolding on the outside of the building to reach the crane, keeping a weapon ready for lurkers on the way up. On a higher floor of the crane building, pick up the electric grill blueprint. In the crane cab, insert the crane key and pull the lever: the load drops onto the second building and smashes a hole in it. Zipline across to that building, work down to the bottom of the hole, and there you find the advanced battery blueprint and the coordinates for Temperance. Exit through the pipes in the floor and sail on: Chapter 3 continues on the ice.

A view from a yellow crane structure above the water with a raft below

Leaving checklist

  • Caravan Town: zipline tool crafted, mayor chest opened, Tangaroa coordinates in hand

  • Tangaroa: tower top launched and looted, Varuna Point coordinates found, Elaine met

  • Varuna Point: Rhino Shark defeated, crane key used, Temperance coordinates found

  • Restocked: oxygen bottle refilled, arrows and healing salve topped up, warm gear thinking ahead to the ice

Open sea at sunset, the sail onward from Varuna Point

Frequently asked questions

Where is the third zipline part in Caravan Town?

It comes down with the red tank rocket: make explosive powder by drying pufferfish explosive goo in a smelter, load the rocket on the hill, fire it, and collect the part from the debris, attached to a doll.

Can I skip the Rhino Shark?

No. It is the first boss the story forces you to defeat: it blocks the way forward, and only the explosive barrel pillars across its three levels put it down.

What if the Tangaroa tower code from a guide does not work?

Read the numbers yourself: the note gives the order, but the building numbers above the shop doors come from your own world. Enter them in the note order at the panel.

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