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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 most players for one reason: the island looks like a freeform scavenger hunt, but it is a fixed chain of mechanical puzzles. Solve them in order and the whole stretch of WILL: Follow the Light opens up cleanly.
The locked door needs the code 314, and the game hands you each digit through binoculars rather than a hidden note. Look through the first binocular on the mountain path and you will spot a painted 3. The second binocular sits at the cave mouth and reveals the 1. The third, inside the cave, shows the 4. Enter 314 and the door unlocks. If the keypad rejects you, you are almost certainly missing one of the three binocular readings, so retrace the mountain-and-cave path before assuming the code is wrong.
Powering the generator is a multi-step haul, not a single lever. First clear the crates blocking the hidden cart and push that cart onto the chalked spot near the crane. Use the crane to lift the nearby fuel barrel and lower it onto the cart.
Take the loaded cart to the elevator and interact to put it inside. Run up the stairs to the top floor, cross to the other side of the elevator, and keep adding weights until the counterweight tips and the elevator activates. Back at the bottom, push the cart into the Fuel Delivery System and interact to insert it. Open the valves on the canisters, then use the handle directly above the canister to release pressure until it sits in the sweet spot, and pull the pipe handle on your left to refill the fuel tank. Finally, return to the workshop in the lighthouse and interact with the generator to switch it on.

With power on, the beacon comes down to the fuse box. Flip the switches in the order the game shows on the panel to turn on the lighthouse beacon. Then 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 in your bearing.
Inside the house, the lantern is the key. Switch it to Red light and you will see the silhouette of a person standing in the room. Stand exactly where that silhouette stands and aim your red lantern at the door marked with the bird drawing to trigger the next step. This is the lantern’s first real puzzle use — it is a light-revelation tool, not just a flashlight.
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, collect the pieces, and assemble them at the bench. Once rebuilt, the lantern works like the Chapter 1 version but adds two things: you can switch its color between red, blue, and yellow, and it now runs on limited fuel that drains while it is lit, so do not leave it burning when you do not need it.

To close out the chapter, head back to the boat docked at the loading area and enter Molly’s cabin. Interact with the map to chart a route to the next destination, then undock and start sailing — follow the compass until the game offers the option to skip ahead.
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Before the fog, set the radio frequency to 120.5, the number shown on the sticky note to the right, and choose Accept. A Strange Voice warns you of thick fog ahead 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.
The whole chapter is sailing through fog while avoiding the rocks poking out of the water. The reliable approach is simple: do not raise the sails and move slowly. Steer by the searchlight and the foghorn the voice told you to follow, and use the arrow on top of the cabin to keep your bearing. You can light the lantern to see a little further, but it burns fuel, so use it in short bursts rather than leaving it on the entire crossing.

The chapter ends once you make it out of the fog and find a boat on the other 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 clear.
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.