Raft Story Walkthrough Part 3: Temperance, Utopia, and the Ending

Raft Chapter 3 to the ending: power the Temperance igloo village for the blowtorch, count observatory stars for the Selene Key, fix the Selene reactor for the Utopia coordinates and Shogo, then climb Utopia crate arenas, beat the invulnerable glow phases of Alpha, take the Master Key from Olof, and free Utopia.

Raft Story Walkthrough Part 3: Temperance, Utopia, and the Ending
Guide chapters12 chapters

The last leg of the Raft story runs from ice to a city that was supposed to be paradise. This walkthrough covers Temperance and Utopia in order: snowmobiles and radio towers, the igloo village and the observatory, the Selene reactor, and then Utopia itself, from Detto code to the final confrontation and the ending. The introduction stays free of the ending itself; the details live in the final sections, where they belong.

Players riding a snowmobile across snow on Temperance

At a glance

  • Chapter: Chapter 3, story islands 7 and 8 of 8

  • Order: Temperance, then Utopia, then the open ended game after the story

  • Key gear to bring: zipline tool, bow and metal arrows, healing salve, snowmobile use on Temperance

  • What you leave with: electric smelter blueprint, Shogo, titanium tools blueprint, the story ending

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

1. Temperance: radio towers, the igloo village, and the blowtorch

Temperance is the seventh story island, a polar island ringed by icebergs where large rafts struggle to navigate and where the metal detector, shovel, net launcher, and sweep net have little use, because the island has no natural resources of its own. Its landmarks are the igloo village, called Moontown, an observatory, two underground bunkers, and the Selene Research Facility with green light glowing from its stacks.

Start with the radio towers. Each tower is guarded by a polar bear; beat the bear with hit and run fighting, then pull the electrical cables from the tower box. Carry the cables to the igloo village and connect the generator to each igloo with them: guides differ on the exact count, so keep collecting from towers until the village powers up. Once the central building opens, go to its top floor for the blowtorch and the advanced biofuel refiner blueprint. The blowtorch is needed later at Selene, so do not leave the village without it.

Icy sea water with icebergs near a polar island
A snowy island at sunset with pine trees and a raft offshore

2. The observatory: stars, a locker, and the Selene Key

At the observatory, a screen puzzle asks you to count stars in constellations. The constellation order, Bird, Poison-Puffer, Hook, and Raft, is recorded in your journal, and the number of stars in each constellation gives one digit of the locker code, in that order. Open the locker for the Selene Key and the advanced anchor blueprint. Approaching the observatory building itself triggers a landslide, so enter through the tunnel below and swim the short underwater passage instead; the tunnel is short enough that no diving gear is needed, but watch for glow fish in the water.

A domed observatory building in the snow with icicles on its roof

3. Selene Research Facility: suits, elements, lasers, and the reactor

Head for the green glow: that is Selene. Melt the frozen keyhole at the door with the blowtorch, then open it with the Selene Key. Inside, the reactor is offline because its control rods are missing, and the facility is flooded with radiation. Grab a hazmat suit from the closet to the right of the entrance before going down: suit durability ticks down whether or not you are standing in radiation, so move with purpose and do not linger.

In Laboratory 2, an element puzzle gates the control rods: computers around the lab show element symbols, and you enter the matching atomic numbers on the corresponding computers. Work through the lab to collect all three control rods, then solve the laser puzzles with mirrors to reach the reactor key. Insert the rods at the reactor, and when the console reports them stuck, take the key from the lever in front of the reactor and go to the room below.

Below, twist three valves to drive the control rods home while scuttlers swarm the room: clear them as you work, because the valve turning takes time and the swarm interrupts it. Once the rods are in, radiation clears, and the final chamber opens. Inside are the electric smelter blueprint, the coordinates for Utopia, and a cryo pod computer: use it to release Shogo, the last playable character. The two bunkers elsewhere on the island stay full of toxic gas until the reactor is fixed, so there is no point forcing them early.

4. Utopia: Detto code, elevators, and the road upward

Utopia is the eighth and final story island, a floating town among submerged skyscrapers with working power, a water purifier, and farms, and it is nothing like its name when you arrive: Olof Wilkstrom has seized control and locked most of the inhabitants away. The one item you truly need here is the zipline tool, and a bow with healing salve will carry you through the fights. Start on Detto raft, where a map and a note explain that three parts of Detto code open the main building; the map is the key to finding them.

The middle of Utopia is a chain of small puzzles: connect a water pump to electricity for a carbon dioxide canister, gather electrical cables, and use stacked crates to climb where no ladder reaches. Expect hyenas throughout: they drag and harass, and in the warehouse arena they keep respawning once all three are dead, so kill two and keep moving rather than trying to clear the room. Fix the cogwheel, ride the elevator, and the chase up the tower begins.

A colorful floating town on the water at night
A market street in a floating town where hyena packs patrol

5. The final fight: Olof, the crates, and Alpha

Olof does not fight you directly. He stands on ledges above arenas, throws bombs, and releases hyenas, while you stack crates to climb to him. The first arena takes a stack of five crates; the second, with hyenas and bombs together, takes a stack of six at its tallest point. Hide from explosions, clear enough hyenas to work, and climb: every time you reach him, he flees upward, so grab the electric zipline blueprint and the warehouse key on the way rather than chasing blindly.

The real final boss is Alpha, a much larger radioactive hyena. Attack with a bow or spear, but watch for the green glow: after Olof throws Alpha food, Alpha turns invulnerable for a short time and glows green, so hold your shots until the glow fades. Every hit leaves a poisonous puddle on the ground, and Alpha adds leaping grabs and thrown rocks that trail poison, so keep moving and keep the fight at range. When Alpha falls, loot the body for the unique head, ride the elevator up, and walk toward Olof: he falls from a broken window and ends up tangled above a balcony. Take the Master Key from him, and pick up the titanium tools blueprint nearby.

Walkways above a floating town, the road to the final arena

6. The ending: what the Master Key opens

Take the elevator back down and walk to the locked building on your right: the prison where Olof kept Utopia people. Use the Master Key, and a cutscene plays: Utopia is freed, its people walk the market again, and the story is over. You earn the There Is A Utopia achievement for freeing Utopia, and the game continues as an open ended sandbox afterward: revisit old islands, hunt creatures for trophies, and finish achievements at your own pace. There are no new story coordinates after Utopia, because there is no next island.

People celebrating together in a freed settlement

Frequently asked questions

Do I need the blowtorch before Selene?

Yes. The blowtorch melts the frozen keyhole at the Selene door, and it is found on the top floor of the central building in the igloo village, after you power the village with cables from the radio towers.

How do I beat Alpha?

Fight at range with a bow, keep moving to avoid poison puddles and thrown rocks, and do not attack while Alpha glows green: that glow means invulnerable after Olof feeds it. Strike when the glow fades.

What happens after the ending?

The story ends, but the game does not. You keep your raft and can sail anywhere, revisit story islands, and finish trophies and achievements, including collecting the last blueprints at the research table.

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