
Game intel
WILL: Follow The Light
Dive into a realistic, single-player, first-person journey through the harsh northern latitudes as you sail endless waters, searching for a way back to your lo…
Chapters 3 and 4 stall people because the island reads as a freeform scavenger hunt when it is actually a fixed chain of mechanical puzzles. In order: the locked door code is 314, read off three binoculars; power comes from a cart-and-crane fuel chain ending at the Fuel Delivery System; the beacon needs the fuse box and the Compass set to North; the house puzzle wants the lantern on Red; and Chapter 4 is a slow fog crossing after you set the radio to 120.5. Solve them in that order and the whole stretch opens up. This walkthrough is written against the full release build — WILL: Follow The Light launched properly on 7 May 2026 on Steam and PS5, so what you are playing is the finished game, not an Early Access snapshot.
The locked door takes 314, and the game hands you the digits through binoculars rather than a note you can stumble across. Look through the first binocular on the mountain path and you will spot a painted 3. The second sits at the cave mouth and shows the 1. The third, inside the cave, gives the 4.
If the keypad refuses you, you are almost certainly missing a reading rather than mis-entering the code. Retrace the mountain-and-cave path and look through all three before you start doubting the number. The game does not require you to view them in order, but it does require you to view them.
This is the step that eats the most time, because it looks like a lever puzzle and is actually a haul. In sequence:
The two places people get stuck: not adding enough counterweight (keep going until it actually tips — there is no partial success), and treating the pressure handle as a toggle rather than something you hold until the gauge sits in range.
With power on, the beacon comes down to the fuse box. Flip the switches in the order the panel displays to turn the beacon on. That alone does not progress you — this is the single most common place to stall in Chapter 3.
Equip your Compass and stand directly in front of the beacon light. Aim the compass until the circle between the two green lines turns white, then rotate the dial to line the red indicator up with the North arrow. That sets the Azimuth and locks your bearing in.
Inside the house, the lantern is the key. Switch it to Red and a silhouette of a person appears in the room. Stand exactly where the silhouette stands and aim the red lantern at the door marked with the bird drawing.
This is the lantern’s first real puzzle use, and it is worth internalising what it teaches: the lantern is a light-revelation tool, not a flashlight. Colours reveal different things. That idea comes back.
In the downstairs workshop, inspect the lantern on the workbench. The missing parts are in the immediate workspace rather than scattered across the level, so search the benches and shelves nearby and assemble at the bench.
The rebuilt lantern works like the Chapter 1 version with two additions: you can switch its colour between red, blue and yellow, and it now runs on limited fuel that drains while lit. Get in the habit of killing the light when you are not using it — that habit is what carries you through the fog.
To close out the chapter, head back to the boat at the loading area and enter Molly’s cabin. Interact with the map to chart a route to the next destination, undock, and follow the compass until the game offers to skip ahead.
Before the fog, set the radio frequency to 120.5 — the number on the sticky note to the right of the set — and choose Accept. A Strange Voice warns you of thick fog and tells you to sail toward the searchlight and the sound of the horn.
That message is a one-time briefing, not an ongoing navigation aid. Once you have it, the radio’s job is done and you should not go back looking for further instructions.
The rest of the chapter is sailing through fog while avoiding rocks. The reliable approach is unglamorous: keep the sails down and move slowly. Steer by the searchlight and the foghorn, and use the arrow on top of the cabin to hold your bearing. You can light the lantern to see a little further, but it burns fuel — use it in short bursts rather than leaving it on for the crossing.
The chapter ends once you clear the fog and find a boat on the far side. Most failed attempts happen right near the finish, when players sense the end and push the throttle into a rock that was only half-visible. Stay slow until you are genuinely clear.
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No. It fully released on 7 May 2026, with Steam and the PlayStation Store both listing that date and SteamDB marking the app as released. What you are playing is the finished game.
Not according to anything published. The developers publicly planned a Q2 2026 optimization and puzzle-improvement patch, but no patch note or changelog we could find lists a change to the door code, the fuse-box sequence or the radio frequency. Both values are what the current build uses. If a step below does not match what you are seeing, that would be new — and worth reporting.
You have not added enough counterweight. Keep adding weights on the far side of the top floor until the mechanism tips; there is no partial activation state.
No. The searchlight and horn are persistent directional cues, and the cabin arrow holds your bearing. If you cannot see or hear either, you have drifted — stop, hold position, and reorient before moving again.
Read these chapters as a fixed chain rather than a hunt. Get 314 from the binoculars, run the cart-and-crane chain to power the generator, light the beacon and set the Azimuth, clear the red-lantern bird-door puzzle, repair the lantern, chart the route in Molly’s cabin, then set the radio to 120.5 and sail the fog slowly with the sails down toward the searchlight and horn. Follow that order and Chapters 3 and 4 go from baffling to straightforward.