The Vasagatan is a derelict ship that Raft players will find after visiting the Radio Tower. The first story location is already ominous, but the Vasagatan is where Raft's story really starts to get complicated.

Finding the Vasagatan is a simple matter of finding the four-digit code at the top of the Radio Tower and then plugging it into the receiver. At that point, the radar will show a second blue dot, and players can use their sail to head straight there. What they'll find is a large ship surrounded by rocks on all sides.

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Preparations

Raft Vasagatan Ready

The first thing players should do is ready themselves for a dangerous mission. The Vasagatan is dark, and so players should build and wear a head lamp (the blueprints for this item are in the Radio Tower). In fact, they may need two depending on how long their exploration lasts. Players should also keep in mind that the head lamp will constantly lose durability as long as it's in a worn item slot. A large backpack can also help by letting players take fewer trips.

Another thing players will need is a metal spear or two. The ship is full of large, aggressive rats called lurkers, and they're hard to avoid. The way lurkers attack is by lunging forward, so the best way to fight them is to dodge back, run up to stab them, dodge back, and repeat.

Exploration efforts can also take some time, so players may want to bring along food and water. However, both fruit drinks and cooked food appear in crates on the ship, so players shouldn't have to pack much.

Finally, the lagoon surrounding the Vasagatan is full of valuable items like clay and sand and especially metal scrap. Before exploring the ship, players should harvest as much as they can from the reefs and rocks below. There's even a mechanical part on the rocks that will come in handy later.

The Lower Deck

Raft Vasagatan Deck One

The way into the Vasagatan is through the back, which is the side of the ship players should be approaching from. Simply anchor the raft just outside the rocks and swim across to the landing area.

Players will find themselves in a dark engine room full of scrap metal. A circuit breaker on the right will turn on a single overhead light and highlight the first note players can pick up, but to see anything else a head lamp is necessary. This room also contains a crowbar, a special item that doesn't take up an inventory slot and allows players to pry open the door that leads further into the ship. Sadly, the crowbar (and other special items) are one-use only. Players can see which special items they currently have in their notebook.

Past the door is a hallway, and the first door in the hallway leads to the crew quarters. Here players will find a locker that asks for a bolt cutter. This is also where the first lurker is hiding, so have the spear ready.

The second door is a stairwell, but it's locked and needs a blue key. The third door is a bathroom that contains a red key. The fourth door leads to a kitchen, and in the kitchen is the second note, a gas tank, and a crate.

Finally, the fifth door needs the red key to open and leads to a workshop. Here players will find one mechanical part, two projects that need several special items to complete, the third note, and a pair of bolt cutters. The bolt cutters will open the locker in the crew quarters, and inside the locker is the blue key and the fourth note. At this point, players may want to head back to drop off all the plastic and metal scrap they've collected.

The Guest Decks

Raft Vasagatan Bar

The stairs open onto a recreation area, and to the left players can enter a bar with a mechanical part, a set of bullets, and a note. Behind the bar is a pool with another mechanical part at the bottom. There are also a set of stairs around the side that lead up to the third deck.

Back inside, players can explore a series of guest cabins. The first is mostly empty, the second has the sixth note, and the third has a safe that needs a four-digit code. The last door on this deck leads to a cargo area with a crate.

The third deck features a balcony in the back, a door locked with a keycard, and a foredeck area with another crate. There's also a cafeteria with a crate, a mechanical part, note seven, and the four-digit code for the safe. This safe contains note eight and a set of electrical wires. By this point, players should have enough mechanical parts to go back to the workshop and create a car jack.

The Upper Decks

Raft Vasagatan Upper Decks

While it's possible to skip some of the floors by climbing up the exterior, by this point all the doors to the interior are locked from the inside and so the internal staircases are the only ways up.

Players can reach the fourth deck by using a set of stairs in the balcony area. This deck has a recreation area with a dance floor, and on the dance floor is a keycard. Players can also use the car jack to move a heavy metal box and access a guest room that contains two crates and the ninth note. Using the keycard, players can access Olof's office and get the green key.

Another set of stairs leads to a small observation area with a crate and a door that needs the green key. This key opens Olof's personal quarters, which hold a crate, note ten, and a lighter.

The top floor is the bridge, but to open the door players will need to build a bomb. Luckily, they should have all the parts they need by this point, so simply go down to the workshop, build it, return to the bridge door, and then set it off. The bridge contains two crates, two very useful blueprints, and the final note which provides the code for the third story island.

Raft is available now on PC.

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