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Beacon Pines Walkthrough Guide

There’s a ton to do in Beacon Pines, but have you ever wondered what the bare minimum is? Do you want to speedrun the game for some reason? Do you just want to know where to go next? Check it out!

Beacon Pines Walkthrough Guide

Welcome to the spoiler-free walkthrough!

What does spoiler-free mean?

This guide WON’T spoil the storyline.

This guide WILL spoil the shortest route to the true ending.

Beacon Pines has many branching paths. A lot of them are linear or dead ends. While dead ends aren’t necessary to view to finish the game, they contain some very important story moments. If this is your first time playing, I recommend finishing a path, even if this walkthrough tells you otherwise.

To be clear: This walkthrough is best for people who are stuck or want to find the fastest way to finish the game.

We’ll cover everything in detail in the next section, but first, here’s an overview of what you need to do to finish this game:

1. Get HIDE in chapter 1 by checking the closed door next to the potted plant on the 2nd floor of home. If you miss it, it’s available at almost any time.

2. Proceed through the linear story path until you get to the STRANGE / TICKLE fork, “Hazardous Hectoring.” Choosing TICKLE leads to the end of the game, but you don’t have all the charms you need yet. You’re missing three: BREAK, CHANGE, and MALICE.

3. Choose the STRANGE charm to immediately get the CHANGE charm. That’s 1 of 3 down.

4. Go back to “Warehouse of Horrors” and use the CHANGE charm to get the BREAK charm after you talk to the waitress. That’s 2 of 3 down. Now you only need MALICE to end the game, but it’s 90 minutes of adventuring away.

5. Continuing on through “Warehouse of Horrors”. Once you get to the RUMBLE / BREAK fork, “Whether Weather,” use RUMBLE to get HARD and FLIGHT two chapters later.

6. With FLIGHT, go back to “Hazardous Hectoring” and choose STRANGE again, followed by FLIGHT at the next branch. Two chapters later, you’ll get the HUM charm.

7. Finally, with HUM, you can finish the left branch. Go to “Whether Weather” and choose BREAK.

8. At the next branch, use HARD, which will give you SLY. Backtrack to the branch you were just at. You can now use SLY there.

9. At the next branch, use HUM to get MALICE. Finally, you did it! You can finish the game now!

10. Go back to “Hazardous Hectoring” and choose TICKLE.

11. At the next branch, use MALICE.

12. Two characters want specific charms. One requires HIDE and the other requires SH*T, STRANGE and BREAK. You should have all of those already. The only missable one is HIDE, which is detailed in step 1.

13. Use CHANGE on the last branch and you’re home free.

Now let’s look at all of that in depth.

The Linear Beginning

Your first real choice in the game isn’t until the end of this section. There’s plenty of optional content in these chapters, but there are no split paths until the final decision in this section.

CHAPTER 1

CHECK the bouquet of flowers
GO south
GO through the flowers to get the first charm
VIEW bag
CLOSE bag
GO south
VIEW bag
CLOSE bag
GO into house
GO upstairs
CHECK the closed door next to the potted plant [Get HIDE, required to finish the game]
GO into the open bedroom
CHECK chest by bed
GO out
GO down
GO northwest
GO through back door
TALK to Gran
CHOOSE any charm
VIEW the chronicle
CHOOSE the only branch available
CHOOSE any charm
GO inside
GO southeast
GO out the front door
GO south
GO east

CHAPTER 2

GO north
GO north
GO to the ladder
TALK to Rolo
GO to hatch
GO to town square (south, south, east)
TALK to the character outside The Beacon Beacon
GO southeast towards the characters around the corner
CHOOSE the only charm available
GO east
TALK to the character outside Nuncreed’s Drugstore
GO east
GO north
GRAB objects and throw them at the 3 lit bulbs
GO through the fence
CHECK the door
CHOOSE the only charm available
CHOOSE Rendezvous With Roxy
CHOOSE the only unused charm
TALK to the character outside Nuncreed’s Drugstore
GRAB objects and throw them at the 2 lit bulbs

CHAPTER 3

GO south
GO upstairs
GO into the open bedroom
CHECK the radio [Get STRANGE]
GO out
GO downstairs
GO to the front door
GO out the front door
GO to the library (south, east, east, southeash)
GO in the library
TALK to the librarian
GO outside
TALK to the new character
GO east
GO north
GO northwest
TALK to Beck
CHOOSE the STRANGE charm and advance the dialogue until you get a new charm
VIEW the chronicle and select “Warehouse of Horrors”
CHOOSE the unused charm

The Time Jumping Middle

Much of this section can be done in any order you wish, and there’s a bunch of optional content to boot. This guide details the most efficient path through each of the branches. We’ll start with the left branch, jump to the right branch, then finish the left branch.

CHAPTER 3 (Left branch)

GO to the living room
GET the basket
GO out the front door
GO to the diner (south, east, east, northeast)
GO in the diner
TALK to the waitress (Get BREAK)
GO outside
GO south
GO south
TALK to the squirrel
GO north
GO southeast
TALK to the character outside Nuncreed’s Drugstore
GO to the gate (southeast, east, east)

CHAPTER 4 (Left branch)

CHOOSE the RUMBLE charm
CHECK the flowers, radio, and microscope in any order

CHAPTER 5 (Left branch)

GO to the treehouse (west, west, south, west, northwest, north, north)
CHECK the box in the left corner
GO to the ball at least once
CHECK the bed
GO to the ball at least once
CHECK the bed
GO to the ball and aim it at the books on the top shelf
GO to the ball and hit the books on the top shelf
CHECK the book

CHAPTER 6 (Left branch)

GO to the library (south, east, southeast)
GO in the library
TALK to the librarian
CHECK the topmost shelf
TALK to the librarian
GO west
GO south
TALK to the food cart salesperson
GO north
GO southwest up the stairs
TALK to the nearest character (Get HARD)
GO downstairs
GO to Rolo and advance the dialogue until you get a new charm (FLIGHT)
VIEW the chronicle and select “Hazardous Hectoring”
CHOOSE the STRANGE charm
SKIP to where you left off
TALK to Beck
GO south

CHAPTER 4 (Right branch)

GO to the kitchen
GO out the back door
GO back inside
GO to the living room
GO upstairs
GO into the open bedroom
GO to the treehouse (south, east, north, north)
GO to the ladder
CHECK the radio
CHOOSE the FLIGHT charm

CHAPTER 5 (Right branch)

GO south
CHECK the sign
GRAB snow to the left of the sign and throw it at the sign
GO east until the chapter ends

CHAPTER 6 (Right branch)

GO south two screens
GO east two screens
CHECK the hole and advance the dialogue until you get a new charm (HUM)
VIEW the chronicle and select “Whether Weather”
CHOOSE the BREAK charm
GO west

CHAPTER 5 (Left branch)

GO to the treehouse (west, south, west, northwest, north, north)
GRAB junk from the junk pile and throw it at the 3 targets
GO to the ladder

CHAPTER 6 (Left branch)

GO downstairs to the front door
CHECK the filing cabinet, noteboard and barrels in any order
CHECK the desk

CHAPTER 7 (Left branch)

CHOOSE the HARD charm
TALK to the librarian

CHAPTER 8 (Left branch)

GO to the kitchen
GO to the basement
GO to the living room

CHAPTER 9 (Left branch)

GO outside
GO east and advance the dialogue until you get a new charm (SLY)
VIEW the chronicle and select “A Beginner’s Guide To Hostile Interrogation”
CHOOSE the charm you just got
GO to Nuncreed’s Drugstore (south, east, east, southeast)
TALK to the character here
CHECK the telephone booth
CHECK the three tubes and the hazmat suit in any order
CHECK the control panel

CHAPTER 8 (Left branch, version 2)

GO south
GO east until you get to the hole
CHOOSE the HUM charm

CHAPTER 9 (Left branch, version 2)

Advance the dialogue until you get a new charm (MALICE)
VIEW the chronicle and select “Hazardous Hectoring”
CHOOSE the TICKLE charm

The Final Stretch

At this point, you have all the charms necessary to finish the game. Now’s your chance to do anything optional before taking the mostly-linear shot to the end!

When you’re ready, we’ll be heading through the center branch.

CHAPTER 4 (Center branch)

GO to Nuncreed’s Drugstore (south, south, south)
CHOOSE the MALICE charm
GO to the treehouse (west, northwest, north, north)
GO to the ladder

CHAPTER 5 (Center branch)

Advance the dialogue to the next chapter

CHAPTER 6 (Center branch)

GO to the screen with Nuncreed’s Drugstore (south, south, east, southeast)
TALK to the character here
CHOOSE the HIDE charm
GO east
TALK to the characters here
CHOOSE the SH*T, STRANGE, and BREAK charms

CHAPTER 7 (Center branch)

GO to the founder’s office (northeast, northeast, northeast, southeast)
CHECK the alcohol, desk, filing cabinets, and computer in any order
TALK to the character in the room
TALK to the two friends in the room
TALK to the scientist in the room

CHAPTER 8 (Center branch)

CHOOSE the CHANGE charm

EPILOGUE

GO out, downstairs and out the front door
GO to the treehouse (south, east, north, north)
GO to the mansion (south, south, east, southeast, east, east)
TALK to the character here
GO east
GET the item at the door
GO to the phone booth (west, west, south)
TALK to the character at the phone booth
Advance the dialogue until there is no more.
Once the story ends, advance one more time to end the game.

Sequence breaks?

Beacon Pines seems to be well-coded. Even so, there’s one glitch already discovered that can allow you to bypass loading triggers.

By pressing in any direction, then opening the backpack 1 frame later, it bypasses any transition triggers. This would be useful, but the are walls past every trigger, except one.

The one place there’s no wall is the treehouse balcony. Feel free to glitch into nothingness there. Maybe you’ll find something in the void.

Disappointing? Yeah.

Things You Can’t Do

Skip the TICKLE charm: You don’t have the backpack at this point, so you can’t glitch past it.

Skip Roxy: You can glitch past the trigger that blocks you from continuing, but there’s nothing beyond it.

Go anywhere the game wouldn’t normally allow you to go: If Luka says he doesn’t want to go somewhere, that overrides the screen transition trigger. If you glitch past it, there’s nothing beyond it.

Things You Might Not Be Able To Do

Skip Gran saying not to get in trouble: I’ve tried a bunch and this always triggers. I don’t know if this would have any benefit, since you wouldn’t get the task from it.

Skip any character on the screen with Nuncreed’s Drugstore: The forced-interaction trigger for these seems to be a few pixels past the character in question. Doing it successfully would save a few seconds. Nothing major.

Things That Might Save Time

By jumping into a loading trigger, Luka will immediately jump forward on the next map. If there’s a cutscene on the other side, this might save a half a second per transition.

Alternate SLY location: I swear, the first time I played Beacon Pines, I had all 3 options for “Beginner’s Guide To Hostile Interrogation” the first time I visited it. I might be mistaken, though. Is there an alternate location to get the SLY charm? That would save about 10 minutes.

The Holy Grail of Skips

Malice Skip: It’s probably impossible to skip past Nuncreed during the GUILT / MALICE choice to get to the treehouse. But if any of you data-diggers wants to find a way to do it, it would shave 90 minutes off a 180-minute game.

Thanks For Reading

Really, thank you for reading! Beacon Pines is an amazing game and I loved every minute of it.

Did I miss a shorter path? Please feel free to let me know!

Written by Sam

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