WILL: Follow the Light: Chapter 3 & 4 Walkthrough – Lighthouse to Fog

WILL: Follow the Light: Chapter 3 & 4 Walkthrough – Lighthouse to Fog

FinalBoss·5/11/2026·9 min read

Game intel

WILL: Follow The Light

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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…

Genre: Adventure, IndieRelease: 12/31/2025

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 short version

  • Code is 314. Three binoculars: 3 on the mountain path, 1 at the cave mouth, 4 inside the cave.
  • Restore power: crane the fuel barrel onto the hidden cart → load the cart into the elevator → add counterweights up top → push the cart into the Fuel Delivery System → refill the tank → switch on the generator in the lighthouse workshop.
  • Light the beacon: flip the fuse-box switches in the shown order, then equip the Compass, stand in the beacon light, and align the red indicator with North to set the Azimuth.
  • House puzzle: lantern to Red, stand on the silhouette it reveals, aim at the bird-drawing door.
  • Radio to 120.5, accept the call. The Strange Voice tells you to steer for the searchlight and the horn.
  • Fog crossing: chart the route in Molly’s cabin, sails down, move slowly, follow searchlight and horn. Chapter ends when you exit the fog and find a boat.

Chapter 3: the door code is 314

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.

Restore generator power — it is a logistics chain, not a switch

This is the step that eats the most time, because it looks like a lever puzzle and is actually a haul. In sequence:

  • Clear the crates blocking the hidden cart and push it 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. Use the handle directly above the canister to release pressure until it sits in the sweet spot, then pull the pipe handle on your left to refill the fuel tank.
  • Return to the workshop in the lighthouse and interact with the generator to switch it on.

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.

Light the beacon, then set the Azimuth

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.

The red-lantern silhouette and the bird door

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.

Repair the lantern, then chart the route

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.

Chapter 4: set the radio, then sail the fog

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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Common mistakes

  • Guessing at the code. 314 only registers once you have looked through all three binoculars — mountain path, cave mouth, inside the cave.
  • Treating the generator as a switch puzzle. It is a cart-and-crane chain ending at the Fuel Delivery System. Skip a step and the generator stays dead with no feedback telling you why.
  • Forgetting the Compass at the beacon. Fuse-box switches alone do not progress you. Equip the Compass and set the Azimuth to North.
  • Using lantern colours to “read” the fog. Colour switching is for the red-light silhouette puzzle in the house. In the fog you steer by searchlight, horn and cabin arrow.
  • Burning lantern fuel continuously. It drains while lit and there is no refill in the crossing. Short bursts.
  • Raising the sails. Speed is what puts you on rocks. Crawl.

FAQ

Is WILL: Follow The Light still in Early Access?

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.

Have patches changed the 314 code or the 120.5 frequency?

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.

Why won’t the elevator move?

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.

Can I get lost permanently in the fog?

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.

Practical takeaway

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.

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FinalBoss
Published 5/11/2026 · Updated 7/28/2026