Will: Follow the Light: Prologue & Chapter 1 Walkthrough Guide

Will: Follow the Light: Prologue & Chapter 1 Walkthrough Guide

FinalBoss·5/19/2026·7 min read

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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

The moment that trips people up in this opening is not the storm at sea. It is the lighthouse blackout, where the radio pulses a Morse warning and the power is dead. There are actually two separate fuse-box moments here, and the game punishes you for mixing them up. The first time you visit, the fuse box works and you have to flip its switches in the right order to restore power. The second time, during the storm, lightning has melted it, so you climb past it and swap the lighthouse lamp for your lantern. If you only remember three things, make it these: contact Cassandra on backup radio frequency 150.4, restore power by flipping the six fuse switches in the order 5-3-6-4-1-2, and end the chapter by replacing the damaged lamp at the top of the lighthouse with the lantern.

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The short version

  • Play through the Prologue storm at sea and let the scene move you to the island.
  • In the radio station, use the table radio, contact Cassandra, and tune to backup frequency 150.4.
  • At the lighthouse’s first visit, solve the generator lever puzzle, examine the wall/electrical panel to switch on emergency power, then flip the six fuse switches in the order 5-3-6-4-1-2 (numbered 1–6 left to right).
  • When the storm hits and the power dies, wake to the Morse-code warning on the radio.
  • Grab the lantern and light it before heading out into the dark.
  • At the lighthouse this time the fuse box is melted — do not try to use it. Climb to the top.
  • Replace the damaged lighthouse lamp with the lantern to restore the beacon.
  • Meet Greg by the car, take the keys, and leave the island to finish Chapter 1.

Chapter 1 of Will: Follow the Light is a tutorial in the game’s language: weather, darkness, and mechanical interactions stand in for abstract puzzles. You play Will, a lighthouse keeper, and almost every objective is a believable maintenance task rather than a riddle. The trap is treating the two fuse-box encounters as the same thing — the first needs solving, the second needs ignoring.

Prologue: survive the storm at sea

The Prologue is onboarding. You start with Will at sea in rough weather, and the sequence exists to set the mood and establish that the conditions themselves are the challenge. There are no hidden branches and no perfect sailing route to chase. Follow the prompts, interact where the game asks, and let it carry you to the island. The real walkthrough starts when you wake in the radio station.

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Radio station: contact Cassandra on 150.4

After you wake, go to the table radio and use it. You make contact with Cassandra (Cass), and because the network is unstable she tells you to switch to backup frequency 150.4. Tune to it — do not just hear the instruction and walk off. This is the chapter’s first hard checkpoint, and a stalled run later usually traces back to this step. The number 150.4 matters again, so commit it to memory.

First lighthouse visit: restore power with the fuse switches

This is the part most first attempts get wrong, because a later moment in the chapter teaches people that the fuse box is “just damage.” On this first visit it is not damaged — it is the puzzle. Work through it in order:

  1. Solve the generator lever puzzle to get the system primed.
  2. Examine the wall/electrical panel and turn on the emergency power.
  3. At the fuse box, flip the six switches — numbered 1–6 from left to right — in the order 5-3-6-4-1-2. That restores power.

Only after this does the chapter let you climb the lighthouse stairs. If you skipped the emergency-power panel, the fuse switches will not do anything, so handle the panel first and the switches second.

Blackout: light the lantern, then move

Later the storm turns properly bad, the island loses power, and Will wakes in the dark to a warning coming through the radio as Morse code. The instinct is to sprint for the lighthouse. The better read is to stop, retrieve the lantern, and light it before you step outside. You are a lighthouse keeper — the game wants you to treat light as the tool for the situation, not an afterthought. With the lantern lit, follow the route between the station and the lighthouse instead of sweeping around in the dark.

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Second lighthouse visit: the melted fuse box and the lamp swap

This is where the two fuse-box moments diverge. The lightning has now melted the fuse box, so the switch puzzle from earlier is off the table — there is nothing to fix down there. Do not stand at the ruined panel waiting for an inventory-combination puzzle. Climb past it to the top of the lighthouse, interact with the lamp assembly, and replace the damaged lamp with the lantern you carried through the storm. That restores the beacon and advances the story.

The design is deliberately literal: you are not “repairing electronics” in the abstract, you are following the light and restoring it with the tool in your hands. It escalates cleanly from radio tuning and the fuse-switch puzzle without ever leaving the grounded tone of the opening.

End of Chapter 1: Greg, the car, and the keys

After the lighthouse cutscene, head back down and find Greg near the car. Greg is there to replace Will as keeper; he tells Will to leave the island and go find Cass, then hands over the car keys. Taking the keys ends Chapter 1 and opens the wider story beyond the island.

Common mistakes

  • Treating both fuse-box moments the same. The first visit’s fuse box is the puzzle (flip 5-3-6-4-1-2). The storm-sequence fuse box is melted and is meant to be bypassed.
  • Flipping fuse switches before the emergency-power panel. Examine the wall/electrical panel and turn on emergency power first, or the switches do nothing.
  • Missing the backup frequency. Tune the radio to 150.4, do not just hear Cassandra say it.
  • Leaving for the lighthouse without the lantern. Light it during the blackout before you head out, or you will fumble the route in the dark.
  • Waiting for a fix at the melted box. The progression step is the lamp swap at the top, not the ruined panel below.
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Practical takeaway

Keep the order straight and Chapter 1 is short: answer the radio and tune to 150.4, restore power at the working fuse box by flipping the switches 5-3-6-4-1-2, then later light the lantern, climb past the melted fuse box, and swap it onto the lighthouse lamp to restore the beacon. Meet Greg, take the keys, and you are done. The habit it teaches — reach for the realistic tool and read the environment — carries through the rest of Will: Follow the Light.

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FinalBoss
Published 5/19/2026 · Updated 6/17/2026
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