Beavis and Butt head Walkthrought
Start on the Highland map and don’t scatter your efforts: in Beavis and Butt-Head on SNES it’s smoother to run the chain School — Mall — Streets — Burger World — Hospital — and only then head to the gig. Along the way you’re snatching GWAR ticket pieces, and some items from one spot pay off in another. We’ve already covered the core systems in /gameplay/, this is pure practice: step-by-step, no fluff. Yes, Beavis and Butt-Head (aka Beavis & Butt-Head) are famously scatterbrained, so a clean route saves your sanity.
Highland High
From the entrance, hug the right side of the hall; lockers are your cover against surprise charges. Pop into Biology first: the cups on the table hold handy ingredients for your “DIY.” Next up, Chem Lab. Ignore the posters and mix two clear liquids at the sink (careful: base first, then acid) to craft a stink bomb—that’s your ticket past security at Turbo Mall 2000. If you snag a hall pass in the teachers’ lounge you’ll cut down on hallway laps, but you can sneak it without one, ducking corners. In the gym, cross the court in a zigzag—Coach Buzzcut pivots hard; don’t stand on a straight line. A ticket shard is stashed where you’re not usually allowed: check the storeroom by the cafeteria—there’s a vent grille behind the crates; crawl through to land right in the supply closet you need. Keep it quiet: make a racket and you’ll get gently but firmly walked back to the entrance.
Turbo Mall 2000
Ground floor is a long promenade; cameras sweep in an arc—move when the little light on the lens goes dim. Don’t wrestle the guard—drop your school-made stink bomb near the round kiosk to open the service corridor the easy way. Two beacons from there: the music shop and the food court. In the music store, yank the fitting-room curtain—there’s a skinny passage to the staff stairs. Head up through the stockroom to the balcony overlooking the display with that ticket piece. Reach it via the vents: the grille hides behind the soda machine; it slides twice as fast if you shove in short bursts. Stock up on nachos and soda at the food court—you’ll want the heals. And a key detail: don’t sprint off the escalator—security flags speed, not presence. Classic Beavis and Butt-Head SNES moment: slow roll, solid results.
Highland Streets
Out on the streets, move in waves: fence to fence. The dog by the basement steps is distance-triggered—swing around through the open gate on the right; behind the bushes there’s also a manhole cover. Shift it, drop into the sewer, and you’ll pop up in the block behind the video rental—a tidy shortcut. In the alleys, watch for the cyclist: he launches from behind trash cans; drift diagonally toward him and sidestep at the last beat so he whiffs. The ticket shard isn’t in plain sight: duck into the yard with the dumpster; it budges slowly, but there’s a barred basement window under it. A cracked plank on the left works like a lever: press, twist, and you’ll open a crawlspace into the cellar. Inside is a small storeroom; grab the item that shines later in the Hospital (looks ordinary, works wonders on orderlies), then climb the iron ladder to the exit, where your fragment’s waiting. There’s a GWAR easter egg here too: the wall poster hides a snack stash if you click the corners—don’t miss it.
Burger World
Beeline to the back: grab the apron on the hook—staff hassle you less when you look official. In the kitchen, watch the fryer steam: when the plume dies down, slip to the fridge safely. The freezer’s slick floor is easiest with short diagonal taps—long runs rail you into the wall. The pallet by the far doors lifts if you press and release the edge, revealing a slim gap into the stockroom. In those boxes you’ll usually find the thing you can trade to the manager for a pass. The manager reacts to noise and smoke: flick both burners for a second and he’ll dash to the kitchen—vault behind the counter and pull the envelope. Inside is your next ticket shard and a bit of “trust credit” with security so they don’t toss you out for every shenanigan. On your way out, snag a couple packs of nachos—they’ll carry you in the Hospital and at the finale.
Highland Hospital
Here it’s all about disguise. The rack with gowns is in the left wing, behind the reception desk. Put one on and orderlies stroll past, though cameras still watch. Take the elevator to floor two: floor one has frequent patrols, floor three has a doctor who turns you around, no debate. On two, the right corridor has a treatment room with a screen; behind it is a lever that flips the gurney conveyor in the next hall. When the stretchers roll off, a service shaft opens. Narrow catwalk—don’t rush: step, pause, step, or you’ll take a dive. Next is the pharmacy storeroom; remember the Streets item? Flash it at the orderlies—they’ll back off, letting you grab the bag on the top shelf. Inside is a document the downstairs guard demands for staff-only access. And there, in a safe behind a floor lamp, sits the penultimate ticket piece. The safe isn’t combo-locked—nudge the lamp; it bridges a contact and the latch pops on its own. Perfect for players chasing clean skips over backtracking.
Finale: the concert
Once all five pieces are collected, the concert gate appears on the map. At the entrance, security wants a full ticket—it’s already auto-assembled in your inventory. Inside is a short corridor with a barricade of crates. Catch the beat: spotlights cycle, so move between the beams. At the end, a particularly eager guard plays mini-boss. Don’t go hero mode: wait for his wind-up and slip past his back; simple pattern, still a pulse-raiser. Past him is the turnstile—line up dead center; clip the frame and you’ll get bounced to the start. Nail it and boom, the “where to find the ticket pieces” route is wrapped without spoiler overload—the way we like it in Beavis and Butt-Head.
A few final brushstrokes so you don’t trip on the small stuff. Jot down passwords right after each fragment—the game’s generous, and it saves time on retries. Where it looks like you need a “boss,” smarts usually win: in the Mall, vents are your bypass; in the School, a cafeteria side-route; in Burger World, smoke is the perfect distraction; and in the Hospital, the gown is king. These little tricks are the cozy backbone of the run, the reason Beavis and Butt-Head on Super Nintendo still feels so warm and old-school—call them Beavis & Butt-Head, Beavis and Butt-head, or just the couch dudes; the point stands: stay on task and piece that ticket together without the stress.