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Will: Follow the Light Walkthrough – Chapter 5

will: follow the light walkthrough

Welcome to the fourth part of our walkthrough for Will: Follow the Light.

After navigating through thick fog, Will catches up with a tugboat. The boat leads Will to the town where he grew up as he continues the search for his father and son, Thomas.

Note
This is part of our Will: Follow the Light – Complete Walkthrough Hub. Be sure to check it out for more content.

For more information about the game, check out their website here.



Arriving at the Town

will: follow the light walkthrough

The chapter begins with the tugboat that found you at the end of the last chapter, towing you toward the town. As you get close, they ask you to dock at the harbour.

will: follow the light walkthrough

Steer your boat toward the pier on the left and dock the boat.

will: follow the light walkthrough

After getting off, continue forward under the building. You’ll see Bert waiting for you as you get close.

will: follow the light walkthrough

Run through his dialogue. Note that the area up ahead is covered in fog. You can use your lantern to cut through it, but you’ll want to keep an eye on your charge.

will: follow the light walkthrough

You can use the nearby device to recharge your battery by solving a puzzle.

will: follow the light walkthrough

Continue forward, hugging the left side of the area. You’ll spot a drawing similar to the one you saw on Bird Island.

will: follow the light walkthrough

Use the Red Light from your Lantern to activate the drawing.

will: follow the light walkthrough

After watching the conversation play out, pick up the Key from the ground.

will: follow the light walkthrough

Pick up the Cassette Tape on the bench right past the drawing, next to the bulletin board.

will: follow the light walkthrough

Continue toward the nearby gate. The barrier is down. Check the note on the wall.

will: follow the light walkthrough

Then head to the other side of the road and enter the Guard Post. You can unlock it with the Key you picked up from the drawing earlier.

will: follow the light walkthrough

Inside the Guard Post, you’ll find another Key on the table and a note that you can inspect.

will: follow the light walkthrough

Interact with the panel next to the door to open the barrier.

will: follow the light walkthrough

Continue through the barrier and walk across the bridge to reach the other side.

The Train Platform

will: follow the light walkthrough

The next area is also filled with thick fog. You can see a car on your right as soon as you reach the area.

will: follow the light walkthrough

Interact with the Car’s Trunk to open it using the Key you found in the Guard Post. There’s a License Plate inside. Note the plate number(826). You’ll need it later.

will: follow the light walkthrough

Go past the car to the right. You’ll spot a steel staircase.

will: follow the light walkthrough

The stairs lead you to a Turnout Controller. You can set it to the Way 1 or Way 2 position.

will: follow the light walkthrough

Go across the bridge past the controller to see another control station. There’s a switch inside it that you can use to activate the drawbridge.

will: follow the light walkthrough

But it will leave you stranded on this side. Will notes that it’s pointed at the station hut, and you need to move it to another position.

Turn around to spot another set of steps leading you to some crates. There’s a note attached to one of them. Read the note.

will: follow the light walkthrough

Return to the starting area where you found the License Plate. Make sure you set the Turnout Controller to Way 2 as you go.

will: follow the light walkthrough

From here, move forward, hugging the left side. You’ll spot a Bell hanging up ahead with a missing Bell Clapper.

Just past it, there’s a train stranded on the tracks. There is some luggage on the ground nearby. You can interact with one of them, but it’s locked with a combination lock.

will: follow the light walkthrough

Go left toward the security gate. There are two picnic tables nearby. You’ll find a note on one of them. Read the note.

will: follow the light walkthrough

Return to the locked luggage and enter the code from the License Plate (826) to unlock it. Pick up the Bell Clapper.

will: follow the light walkthrough

Interact with the hanging Bell nearby to install the Clapper. Ring the Bell three times. You’ll hear the sound of the drawbridge activating.

will: follow the light walkthrough

Head back to the staircase and follow the path forward to reach the Institute of Biology.

The Institute of Biology

will: follow the light walkthrough

After reaching the area, turn right to spot the Arboretum building. Head up the steps toward the door.

will: follow the light walkthrough

The door is locked. There’s a battery recharge station here to recharge your Lantern.

will: follow the light walkthrough

Go back down the steps and check the left section of the area. You’ll spot a Guard Post.

Head toward the door. It’s locked, but there’s a hatch at the top that you can use to enter the Guard Post.

Look behind you to spot a Waste Container. You can push it toward the crates on the side of the Guard Post to reach the roof.

But before you do that, walk past the container to spot a drawing on the wall. Use the Blue Light from your Lamp to activate it.

After the cutscene, push the Waste Container toward the crates. Then climb up to the roof of the Guard Post.

Drop through the hole.

You’ll find a Key on the table. This unlocks the door to the Arboretum. Pick it up.

Unlock the door from the inside and step back outside. You don’t have the Key to use the Gate Control Panel just yet.

Head up the steps to the Arboretum, unlock the door, and go inside. Follow the stairs to enter the Greenhouse.

There’s a drawing on the crate under the table. Use the Red Light to activate it.

After the event, pick up the Key from the table.

Return to the Guard Post and use the Key to interact with the Gate Control Panel. This will lift the barrier past the Guard Post, and you can move on.

Continue walking through the fog, and soon you’ll reach the Residential District.

The Residential District

As you reach the Residential District, you’ll notice that the fog has lifted. Another thing to note is that the side paths are all fenced off.

Continue walking toward the gate leading out of the section straight ahead.

The gate is locked, and there’s a note attached to it. Read the note. It’s a clue to what you have to do to escape this area.

As you look behind, you’ll see that the area has shifted. Continue toward the walled section in the center. You’ll notice a drawing floating in the central area. But you can’t reach it because of the gate.

To solve the puzzle, you’ll have to walk around the district looking for four lampposts.

As you get near a lamppost, it will light up with either a Red Light or a White Light. You have to activate the lights in a specific order so that they all light up with Red Lights.

If the lamppost gets a White Light, you need to start over from scratch. On top of that, each time you activate a lamppost, the layout of the district shifts, blocking off some paths while opening others.

From your starting position, turn right. Follow the path and take the first right to find the first lamppost. Activate it.

Backtrack to the starting position. You’ll see that one of the gates is open. You can see the second lamppost to activate just up ahead through the gate.

Turn right from the second lamppost. You can spot the third lamppost from this position. Walk up to it and activate it.

For the final lamppost, walk back all the way to the starting area and look for the gate where you saw the note. While walking toward it, you’ll spot a path heading right.

Follow this path to spot the final lamppost.

Return to the central area. The gates are open now, and you can activate the drawing using the Red Light from your Lantern.

Pick up the key from the ground after the event ends.

Walk up to the main gate of the Residential District. Use the Key to unlock the gate and walk out.

The Town

After unlocking the gate, you’ll see a blue house with boarded-up doors and windows on the other side of the road. Head toward it.

Will mentions that he should check the pier. Walk to the back of the house. Head out to the pier.

There’s another drawing here you can activate. Use your Red Light to trigger it.

Once it ends, Will blacks out. After regaining his senses, return to the main road.

Follow the path uphill and keep walking. Will spots the Radio Tower in the distance.

At that point, a truck pulls up behind you. Wait for Bert to finish talking. He’ll take you to the Radio Tower after the conversation.

After Bert drops you off and finishes talking, turn around and continue following the path.

You’ll soon reach the Keeper’s House. The dogs in the cage start barking as you get close. At that point, Jack walks out of the house.

Talk to Jack. Run through his dialogue, and he’ll invite you inside.

Go to sleep on the couch after the conversation.

The Dream Sequence: Following the Light

The Dream Sequence in this chapter is pretty straightforward. You’ll find yourself in an arctic area standing on ice. There’s a bright yellow light coming from a distance.

All you have to do is keep following the light. Eventually, you’ll spot the child Will and his Father near a campfire.

Continue walking after this, and the Dream Sequence will end.

The Radio Tower

After waking up, continue the conversation with Jack. He mentions a Lighthouse in the area, but it’s not easy to get there. Will offers to feed the dogs. Pick up the bowl of meat from the table after the conversation.

Follow Jack outside and head toward the dog fence.

Open the door and head inside. Interact with the bowl inside to put the food in, and then walk back out.

Talk to Jack again and run through the dialogue. He’ll tell you to recharge your lamp at the Radio Tower.

Turn right and follow the path behind the house. This will take you straight to the Radio Tower. Climb up the ladder to the top of the tower.

Use the recharge station here to recharge your Lantern.

Go back to Jack and talk to him again. He tells you to borrow the dog sled, as that is the only way to get to the Lighthouse. But you’ll have to fix it up first.

Fixing up the Dog Sled

After talking to Jack, head toward the tool shed. You’ll find the Sled inside the shed. But it requires some work.

Inspect the toolbox and pick up the Sanding Block.

Inspect the wooden beam on the workbench and sand out the blemish.

Get the Plane from the toolbox and use it to flatten the beam.

Then pick up the wooden beam and interact with the sled.

Use the Plane to fix the lower part of the Sled.

Then get a Hammer from the toolbox and hammer in all the nails in the Sled.

Talk to Jack once you’re done with the repairs.

After the conversation, you’ll be off. Control the Dog Sled and follow the Flag Markers through the snow.

You’ll eventually reach an icy area. Keep moving forward while avoiding the cracking ice. Keep moving forward, and eventually the screen will go black, marking the end of this chapter.


This concludes the fourth part of our walkthrough for Will: Follow the Light. For more interesting articles related to indie games, check out the links below:

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