WILL: Follow the Light rarely marks the next objective with a floating icon. Progress usually depends on carrying one clue, tool, or observation into the next location: weather readings unlock the first shift, a license plate opens a case, colored lantern light exposes memories, and three gears restore the final cable line. When a chapter appears to have stalled, check that dependency before searching farther away.
Current-version boundary: this route was reconciled on July 19, 2026. TomorrowHead Studio added a completed chapter selector and extra checkpoints on May 16, then changed or simplified puzzles in Chapters 1, 2, 3, 6, and 7 through Patch Note #5 on June 20. Fixed codes and route dependencies are listed below. For assemblies and switch boards that were redesigned, trust the prompt and labels in the current client instead of forcing a launch-week screenshot.

Spoiler scope: this is a full route through the Prologue, Chapters 1-7, and the Epilogue. It names major locations, puzzle answers, the whale and polar-bear encounters, and the last lighthouse. It does not retell the family story or duplicate the separate collectible sweep and achievement run order.
Keep these fixed answers beside the route
| Checkpoint | Answer or rule | Where the clue appears |
|---|---|---|
| Chapter 1 radio | 150.4 | Cassandra asks for the backup frequency |
| Chapter 1 weather upload | 75 mm, 16.52 m/s, 65% | Flask, homemade anemometer, and humidity instrument |
| Church cemetery | 1-3-5 | Church notice plus the hymnal; this is an optional Chapter 2 detour |
| Bird Island lighthouse | 3-1-4 | Three binocular stations reveal the egg counts in route order |
| Chapter 4 radio | 102.5 in two independently readable routes | Use the yellow note in Molly’s cabin if the current display differs |
| Train-platform luggage | 8-2-6 | The last three digits on the plate inside the parked car |
| Chapter 6 calendar lock | March 7, May 16, September 21, December 27 | Indoor calendar, whale drawing, and torn outdoor page |
| Research-station door | 6-8-4 | Count the corners on the three marked drawings |
One launch-week walkthrough prints 70 mm for precipitation even though its own measuring step shows 75. Two other complete routes independently use 75, so 75 is the supported entry here. The Chapter 4 frequency has a similar conflict: one article prints 120.5, while two separate routes use 102.5. The note beside the current in-game radio is the final authority if a later patch changes the display.
Prologue and Chapter 1: secure the boat, then finish the shift
In the storm, keep Molly pointed into the route until Will calls for the sail. Move to starboard, fold the sail at its three interaction points, and repair the loose boom. When a large wave approaches from one side, turn into it rather than letting it strike the hull broadside. The last wave closes the Prologue.
At the weather cabin, answer Cassandra on the radio and retune to 150.4. Read the board and the instruction sheet before going outside. The three readings are not all taken from the same instrument:
- Read 65% from the humidity unit near the lamp post.
- Use the homemade anemometer behind the cabin for 16.52 m/s.
- Collect the precipitation sample, pour it into the flask indoors, and record 75 mm.
Upload those values at the computer, call Cassandra again, and walk left through the fog to the radio tower. At the top, switch between the two waveforms and adjust their width and height until they coincide. Continue downhill to the keeper’s house, turn on the boiler if wanted, and use the bedroom radio to advance the conversation.
The lighthouse generator is through the second door on the right at ground level. If the route board will not complete, go through the rear door and open the external fuel valve first. Then move the lever through the green nodes to its exit. Check the electrical panel, climb to the fuse box, and solve the current switch layout. After the night sequence begins, take the lantern from the bedroom radio, return to the top of the lighthouse, and install it in the beacon. Speak to Greg below and use his car to leave.
Chapter 2 is a chain of favors, not a free-roaming town search
Leave the ruined hospital by taking the wall key from behind reception, shifting the stretchers, and climbing through the broken upper wall. Follow the wreckage to Will’s red house and collect Thomas’s compass. After waking at the evacuation area, speak to the first doctor and then Dr. Henry in the last tent. The police station’s three lists point you to Cassandra behind screen 5 in the church.
The port sequence has a strict order: speak with Ben, visit Joe’s shop, meet Abe in the workshop, then return to the bar for the ship’s log. The bartender will not hand it over until the beer system works. Patch Note #5 added a clearer hint to this puzzle. In the current layout, set the three handles into their accepted diagonal positions, open the tank valve, and route the lever through the enabled system. Do not copy an old node path if the highlighted route on screen has changed.
Back at the workshop, assemble the winch by using the diagram and the placement feedback: an accepted part shows the correct target, while an incorrect one will not seat. The next blocker is the spark plug in the yellow crate. Take the stairs beyond Abe, inspect the dead hoist and its missing-fuse box, then retrieve the fuse from the lower racks. When restoring the box cuts power, leave through the workshop’s double doors and repair the supply at the lighthouse ship. Rotate the grid nodes until the left input reaches all three outputs. Return to the hoist, place the green crate on the brown one, and lower the yellow crate onto the marked floor area.
After the sailing lesson dream, collect Joe’s supply box, board Molly, and plot Hafsberg to Mistvik. Undock, start the engine, raise the sails once clear of the harbor, and follow the compass marker. The cemetery code 1-3-5 is useful for an optional grave visit and two collectibles, but it is not required to launch Molly.
Bird Island turns the lantern into a navigation tool
In Chapter 3, follow the buoys to the island and lower the sails before entering the rocks. At the loading area, push the crate onto the marked ground, hook it to the crane, move it down a level, and place it under the wall ladder. The broken bridge is crossed from above: climb the nearby platform and traverse the ledge rather than jumping the gap.

The lighthouse door code is 314. Its intended clue is the egg count seen from the three binocular stations, read from the high station down toward the cave. Inside, enter the sleeping quarter on the right and descend to the workshop. The generator is dry, so follow the yellow pipe outside and downhill to the fuel-loading area. Free the cart, load the barrel with the crane, raise it in the counterweight lift, and push it into the delivery system. Open the canister valves, bring the pressure into the marked operating band, then open the line to the lighthouse tank.
After the generator starts, repair Ila’s lantern at the workshop. The June 20 patch reworked this assembly, so use the current highlighted sockets for the lens and brackets. Upstairs, change the beam to red, stand in the indicated silhouette, and illuminate the bird drawing. Activate the fuse board that powers the beacon, take the azimuth by aligning the compass with the lamp, then return to Molly and plot the next leg.
Chapter 4 is deliberately shorter. Brew tea in the cabin, answer the radio at 102.5 if the yellow note matches, and listen for the tug’s horn. Leave the sails furled; ease the throttle forward while crossing the fog. The lantern improves visibility but drains charge; the route can be completed without it for an achievement. A non-collection run should still favor a slow, damage-free line between the rocks over speed.
Chapter 5 opens the town by handing each key forward
Dock beside the red lights, speak to the harbor worker, and recharge the lantern before entering the fog. Stay left to find the red-lit drawing near the warehouse area; reveal it and take the key. That key opens the guard post across from the barrier. Use its wall control to raise the gate and take the second key from the desk before leaving.
The second key opens the parked car past the bridge. Read 826 from the plate in its trunk. At the train platform, set the turnout toward Way 2, operate the drawbridge switch, then open the nearby luggage with 826. Install the clapper in the hanging bell and ring it three times. The bell moves the bridge into the position that leads to the Institute of Biology.
The Institute door and the adjacent guard post are both locked. Push the waste container against the crates, climb onto the guard-post roof, and drop through the open hatch. The key inside opens the Arboretum. Reveal the drawing in the greenhouse, collect the gate-control key it exposes, and return to the guard post to lift the next barrier.
The residential district is a moving-route puzzle. Read the exit-gate note, then approach the four lampposts in this order: right and first right from the start; back through the newly opened gate for the second; right from that post for the third; then return toward the original exit gate and take the new right-hand opening for the fourth. A red light confirms a correct step. Any other color means the sequence reset. With all four red, the central gates open; reveal the drawing, take its key, and leave the district.
Behind the boarded blue house, trigger the lake drawing, then follow the road until Bert offers a ride. At Jack’s cabin, sleep after the conversation, feed the dogs when you wake, and recharge the lantern at the radio tower. Jack then allows you to repair the sled. Patch Note #5 simplified the winch/assembly interactions, so follow the current tool highlights: smooth the replacement wood, seat it on the sled, and hammer every indicated nail. Once the repair is accepted, follow the flag markers and avoid the cracking ice.
Chapter 6 hides a four-date lock behind a cable-car repair
Clear the four pieces of rubbish around the campfire before restarting the sled. In the avalanche, keep accelerating, take the left branch at the main split, and use the cave as shelter. Both passages inside rejoin. Save enough lantern charge to reveal the blue-lit drawing before climbing out.
At the cabin, inspect the lamp-upgrade diagram, then take the missing lens from the rightmost weather instrument. Patch Note #5 simplified this sequence: fit the lens and retainers only where the current assembly highlights accept them. Melt the cabin-door ice, collect the cable-car crank, and install it in the car. Stop at the mid-line structure, descend its ladder, and take the first small gear.
At the far cabin, melt the frozen winch and inspect the three empty gear positions. The remaining route is an evidence hunt:
- The fishing rod near the ledge produces one gear.
- The locked room holds the last gear.
- The room’s four date settings are March 7, May 16, September 21, and December 27.
- March and May are on the indoor calendar; September is written with the whale drawing outside; December is on the torn page by the wood stack.
Install all three gears in the winch and move each into the accepted mesh. Ride the restored car to the snowy lighthouse, melt its frozen door, light the beacon, and align the azimuth. After Bert wakes Will, Molly is moored beyond the lighthouse. Plot the next route from the chart and sail northeast toward the final area.
Chapter 7 uses the research stations to clear the sea lane
Do not keep forcing Molly toward the distant lighthouse while the sperm whale is active. Follow the red-lit buoys to the protected research landing. The red building is locked; use blue lantern light on the drawing at the blue shed, then inspect the three numbered shapes around the buildings. Their corner counts produce 684.
Inside the red station, read the safe note and inspect the research board. The transformer is on the roof. Launch-era routes first supplied the blue shed with a 3V-plus-2V circuit and then overloaded the station safe with two 5V fuses. Patch Note #5 explicitly simplified the safe puzzle. On a current build, use the labels and accepted sockets shown on the transformer; the reliable dependency is to open the blue shed, recover its 5V fuse, then create an overload on the circuit labeled for the station safe. Take the relay device from the opened safe.
Sail left of the whale’s patrol to the second station and install the relay in the sonar console. The moving red point is the whale; the numbered switches address the buoys. Select the buoy the whale is approaching and transmit as it reaches that point. Its pattern repeats, so wait through a cycle instead of firing randomly. Once it leaves, the direct route to the lighthouse is safe.
After docking on the ice, keep the flare equipped for the polar bear. Face it, wave the flare when it advances, and back toward the narrow crevice without turning away. Beyond the gap, enter the final lighthouse and reveal the red-lit drawing. The family conversation moves Will back to Molly. Follow the beacon through the ice, then replay the storm discipline from the Prologue: manage the sails, meet the waves with the bow, and hold the final lighthouse in front of the boat until the closing scene triggers.

If an old solution no longer fits the screen
- Confirm the game is updated through the June 20 patch before repeating a launch-week assembly.
- Use the chapter selector added on May 16 to revisit a solved story section, but do not assume it preserves every collectible counter or whole-journey achievement.
- For the beer system, lamp assembly, Chapter 6 lens, winch, and Chapter 7 safe, follow current highlight feedback and panel labels; those are the systems named in official rework notes.
- If a gate remains inert, return to the last drawing, key, fuse, or control panel. Nearly every town barrier requires an item from the immediately preceding room.
- If a sailing objective will not advance, lower the sails near rocks, recheck the chart route, and follow the compass or red buoy path before assuming the save is stuck.
Official build and media record
The official Steam listing identifies AppID 3144860, TomorrowHead Studio as developer and publisher, and May 7, 2026 as the release date. Official Steam announcements supplied the chapter-selector, checkpoint, and puzzle-rework boundary. The three 1920×1080 JPGs on this page are untouched files from Steam’s official screenshot feed. Route details were reconciled across readable chapter walkthroughs and a verified full-route reference. Trainer inventions, inaccessible pages, non-official artwork, and videos without independently checked metadata were left out.