Karaski: What Goes Up… Guide

**warning spoilers**a in progress and updating guide for karasaki and achivements. for Karaski: What Goes Up...

**warning spoilers**a in progress and updating guide for karasaki and achivements.

Overview

Spoilers inbound: A very first guide made by me that will be updated as i play the game Karasaki for different playthroughs, achievements (including the hidden ones) i manage to get and reactions that will hopefully help players figure out how to proceed. Wish me luck to help everyone with my playthroughs in this guide. Warning: Based on what i watched on youtube guides as a preview the choices you make (including next gadgets you get of how you approach things), clues you find, how you talk/interrogate to people, and how suspicious you look can affect the characters/suspects reactions as you proeceed into the game.

Playthrough one Intro pt. 1: achievements list

It seems in teh main menu of the game that the achievements have been listed listed below to help keep an eye out for what you need to do. Spoilers warning (hold mouse over black box, click on it, or highlight to reveal the list):

  • 1-3: beggers luck, Getting richer, and Loaded- you have to get 10, 20, and 30 zl of money
  • 4-5: Fine vintage and Clinking agent- collect 4 and 10 bottles of alcohol
  • 6-12: collector, warm feet, gear lover, Garret Wannabe, Chimmney sweeper, smooth talker, and obligatory crate opener- Fidn the camera, slippers, gearheart, lockateer, venticator, investigatory badge, and prybar.
  • 13-14: bookworm and sunday papers- read 7 in game background items and 5 newspapers.
  • 15-23: got light?, For Science, no good deed…, Dreams do come true, merciful, unfriendly, commonwealth’s dog, kind ear, and Tattletale- smoke with ms boyel, help borovick with his research, attempt to fix airship, give camera to barman, free the prisoner, piss off borovick so he stops talking to you, convince the captain you are a commonwealth agent, get karasaki to share his problems with you, and reveal 3 things you uncovered to sinclair,
  • 24-26: junior, promising, and senior investigator- Uncover secret cargos of at least 1, 2, and 3 passengers.
  • 27-29: saboteur, owned up, change of heart- be accused of sabotage, confess to sabotage, and confess to sabotage after trying to fix the ship.
  • 30-33: spirtual devolutionist, nationalistic sentimentalist, self-sabotaging man, and evil industrialist- accuse borovik, pogromiski, karaski, and boyel for sabotage
  • 34-36: Media mogul, radioman, disloyal- align with sinclair, radio, and refuse to cooperate with radio
  • 37-39: free the crates man, social drinker, might have a problem- open 5 crates with prybar, and drink with at least 3 and 6 people
  • 40-44: Should have brought a jacket, technophobe, an angel, sneaky bastard, self-sacrifice- Go outside the ship before finale, complete game without using any equippable tools, complete game without ever raising your suspicion, complete game without getting caught or bribing, and give your own parachute away.
  • 45-50: Forever sober, Speed demon, taking it slow, first time’s the charm, return customer, and lift off- complete game without drinkign with anyone, complete game under an hour and over 5 hours, complete game, complete game twice from scratch, and go to deck a and begin investigation.

Playthrough one intro pt. 2

Playthrough start: Museum/airship port?
You’ll start out in some museum exhibit/tour/airship port that should give background if you can understand it. There is a ticket you need to pick up to help name yourself and a newspaper on a table near the man in white important for the newspaper achievement examine it. you can optionally turn off the music player. Talk to the man in white to proceed and establish gender and practice conversations. And as you proceed thorugh the door past the first sign towards the second sign. Watch your step it is a doozey as you get knocked out by someone.

Airship: Lower decks:
You wake up and are able to move again as you hear a exploding noise. proceed through the lower decks of the ship while collecting money for the money achievements. you’ll collect 2 d of money from the second room, one in a trunk you can open and another on a crate nearby before proceeding. In the room with the radio you can collect a gyro that helps guide to objectives and a radio you talk to to proceed and have to sneak past a guard where it is recommend to use teh vent to sneak past him and to a room. I will try to get the technophobe achievemnet this run where i don’t use equipable gadgets. I did get caught from the guard once voiding the don’t get caught or no bribing achievement this playthough that you can try talking out of. There is one d of money on a crate on the other end of the vent wait for the guard to pass then grab the money and proceed to the next room which has one d of money in the locker on the right and a card key you need ot proceed in a cabinant door.
sabotage crime scene: past the door you unlocked there is a injured guard and a crime scene of sabotage. You have to talk to the injured guard to proceed. Clues found are as follows:

  • Plot clue: A single leather glove across from teh guard adn to the right of the entrance,
  • Plot Clue: A bottle of boron Triflouride says to remove rust and dissolving metallic parts by the guard.
  • You also have a background clue of yoru ticket you should look at for progress towards another achievement too.

After talking to the guard that dies no matter what you say or do go though the door to talk to the radio to proceed and make a choice for a gadget found in the trunk in the hallway you passed through and proceed to spot a typewriter used to save youu game and continue upstairs. I choose to get the inspector badge that gave me the smooth talker achievement. After proceeding upstairs i got the lift off achievement and have a talk with a reporter named sinclair upon going into the hallway.

Deck A pt. 1

Deck A: After finishing converstation with reporter lady sinclair who offers to help in exchange ofr information you uncover i proceed to look around while keeping my technophobe achievement in mind and also remembered to get the map memorized nearby.
medical room:

  • clues:
    • suspect clue: medical journal
    • suspect clue: Cargo manifast with suspicous cargo noted in a crate.

Suspect: Dr. Borovick- was known to be called mad doctor, seems to react cooperative to the inspector badge even when mad at you possibly.
the lower left work room on the map has a newspaper. the other work room also has a newspaper along with a suspect, background clue common traitor board game,
Supect: Captin pogromski- reacts badly and show defiance to authority from inspectors badge but it got me commonwealth dog achievement. Tries to cover up sabotage claims and instilled curphew.
There are also potential side quests but to see negatives i decided to be mean during gameplay and a short guy doens’t talk to me due to insulting his height.
Lounge:

  • background clue: Commonwealth fun and play book on bookshelf
  • background clue: Provisec manifesto on table.
  • background clue: Preacher pamphlet on couch.
  • newspaper: on table

I also decide to reveal information to sinclair and first thing you can reveal is that someone smuggled explosives on the ship.
After you met the two suspects and whether you want to do report to the radio and also get choice of next gadget and have to go to crew deck near dining hall.
You can snoop in the kitchen with the right tools to have to gain a key needed, ask the reporter for key but if you were reluctant to help you have to get alcohol for her, or convince a steward with alcohol, coin, or your investigation badge. After getting the key from a steward with my badge i proceeded to the crew deck.

Crew deck

The tool is in some quarters in the crew deck. In the storage room there is a bottle of kristoff,
break room:
suspect: Karaski- engineer of ship

  • newspaper on table, map in room,
  • fun and play common wealth book

because i got caught in mess hall i had to pay 3 coins since it was a forbidden zone even with the badge to keep him from sending me away and get suspicion raised. at least he will look other way from now on
mess hall:

  • background clue: provisec poster
  • storage area: preacher poster background clue and 1 d of money

crew area:

  • room 4: *has lockateer with bonus magnetic door tip earnign me garret wanabee achievement
  • suspect clue: Noviburg science journal
  • room 2: borovick’s room- 1d of moeny, a safe,
  • suspect clue: note form staff of luggage in cold storage room between a and b cargo bays
  • room 3: 14:32 suspicoius card key mentions boiler room next to crew quarters and don’t be late.
  • background clue: provisec manifest to.

Suspicious card room:

  • has map, kristoff alcohol,
  • plot clue: Emergency parachute manuel
  • plot clue: Note to georgi mentioning meeting place on cargo deck

side room in mechanical area

  • 1d of money
  • a battery with stackable effects that makes your tools work 10% faster

Mr. karaski side room investigation:
suspect clue: note
Doctor has side quest involving air pressure controls that requires the gear turning tool. THat i will have to get to on anotehr playthrough.
storage room next to air pressure control room:

  • 1 d of moeny
  • suspect clue: Cargo manifesto of captain that has unnoted luggage based on note that captain doens’t need to report cargo.

anotehr room:
1 d of money
NOte I also will use no alcohol for this playthrough
After gathering what you need head back upstairs. Deck B curphew seems to be lifted also.

Deck A pt. 2/deck b part 1

Deck A: Upon opening the door you’ll see the mystery man again and have a conversation with him that is cryptic and also reviews yoru choices.

Head to deck b entrance
Deck B: examine map
there is a female steward named marcine she doens’t cooperate as much directly with badge but can provide information since she isn’t from commonwealth and not familar with badges
Lounge: after picking up the newspaper i got the sunday papers achievement.
Note, Tehre is a private suite of D. Czung but it is a tresspassing area so be sure to shut the door to avoid wandering eyes from spotting trespassing on you.
D’s private suite:

  • 1 d of money that gave me the begger’s luck achievement
  • newspaper

Bar:

  • background clue; common traitor board game
  • 1 d of money under chair,
  • newspaper
  • background clue: mavern marvels pamphlet that gave me bookworm achievement
  • Grigori: *person of interest that is suspicous* he can in exchange for coin put away suspicious rumors to neutral
  • Sall: Barman that was ordered to not order drinks due to curphew due to sabotage rumors, has conflicts with captain, has complaints of room of a closet put at last minute due to suspected predjudice he has a side quest too.
  • Suspect: Mrs. Boyel- reaction to badge: has political immunity due to connection to her husband and donations to the commonwealth department so it won’t work here. you can also try finding smokes for information

You can report to sinclair or the radio at this point
Deck A: I decided to report to sinclair and have to check the cargo bay and can get a key from the stewards or the captain’s suite on deck b and choose your next gadget that will be in bay b of fragile i got media mogul achievement for it and got the key from steward iwth the badge. And head to the kitchen area to reach cargo area.

Cargo bays

Bay D:
1 d of money in a locker
map
suspect clue: Thadeus cargo manifest
closet room?:

  • background clue: preacher poster
  • 1 d of money,
  • suspect clue: Cargo manifest for karaski

Closet room 2:
background clue: Modern marvels pamphlet
Note if you fail to bribe a guard by not having enough money even with badge or say you don’t have that kind of money you’ll raise suspicion
Bay B:

  • (fragile storage)area with tool in bay b: in the trunk with 1 d of money and tool and also there is a hostage that i will rescue for achievement and also got achievemnt chimmney sweeper for venticator that seems teh captain locked him up and guards roughed him up and palnted explosive chemicals that you can claim to be saboteur or deny. he can also offer key toi bridge in crew area in exchange for key to his cuffs from the office
  • kristoff alchohol on shelfs in bay

Bay A:

  • 1 d of money on shelf
  • boyel suite closet id card
  • suspect clue: note regaridng boyel
  • prybar tool: gives obligatory crate opener achievement next to the clue

NOte i did get a bug after bribing a guard for 6 d and another guard also patrolling the same area caught me and he gets stuck in a door. Likely will be gone on the next playthrough
bay C:

  • suspect clue: Note regarding captain cargo moved to bridge storage
  • slipper equipment in a trunk taht quiets footsteps giving warm feet achievement

Loading area/check in:

  • 1 room: has suspect clue adn pry bar
  • supect clue: note
  • another room: (i accessed by jumping and crouchign on bars over head from right side)*has slippers
  • 1 d of money,
  • plot clue: cargo sign in log
  • room with guard by window:
  • 1 d of money,
  • plot clue: cargo sign in log
  • map

With the tasks done head to the crew area and to the bridge to investigate and meet the quarter master.

Crew deck part 2: bridge

Note: reentering a area can cause guards to forget your bribe.
Crew deck:
Admin office:

  • 1d of money
  • plot clue: parachute emergency manuel
  • background clue: alchohol ad/pamphlet
  • battery in trash can
  • handcuffs key

electric:
1 d of money
main controls:
suspect clue: procedure thing with note
quatermaster: with badge can give key to lead to captain’s cargo at bridge storage
after getting the guy free from his handcuffs i have to go send message to dining room meeting.
while betting the messages around more dialogue is introduced. and you meet the mystery man on deck B.
radio is associated with an organizaiton.
sinclair leaves a note for plot clue in your room.
After getting all the suspects informed head to dining room. and talk to quarter master to start

Finale goals?

You need to accuse the saboteur and find parachutes.
Report to sinclair or raido (if you chose to work with him and reveal you aren’t their agent)
search teh back hanger for secret parachutes.
1 room holds 1 d of money and a battery
another room holds spare parachutes and as you head back to deck a the ship starts blowing up and you have to climb your way up and talk to sinclair. and then chose to give one parachute to one of the survivors and teh other parachute for possible achievement or jump off the balcony.
Part way though for some reason i seemed to get a bug that prevented me from getting more achievemnts hope it gets fixed adn I make more walkthroughs.

Second playthrough:

note: it turns out you get the new achievements after starting a new game. After starting a new game i got achievements: first time is the charm, speed demon (stragnely), forever sober, self sacrifice (strangely), an angel, sneaky bastard (strangely) and technophobe, so lets begin the second playthough.
I started out with getting the gearheart. for gear lover achievement.
The short guy has a battery and seeks a color camera.
on deck a behind a gears gate leads to two vents
one room has a clue hidden in the vents.
Game play does seem to vary for different pick ups and other stuff and i might have difficulty trying to get that achievemnt to be unfriendly enough to not speak to me or maybe it is later.
NOte: availability of clues and items seems to differ from gameplay. There also may be a bug preventing notifications of achievements from being gotten and seen at least maybe until the new game is played. If i find anything else walkthrough worthy i’ll add it here.

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