Beauty and the Beast Walkthrought

Beauty and the Beast

Let’s take it from the top: on SNES, Beauty and the Beast plays in clear loops of “room — trap — quick scrap — secret.” Don’t sprint ahead—levels in Beauty and the Beast love to stash goodies literally behind the very first tapestry.

The Forest and the Frozen River

You start in the woods with wolves. Stick to the lower trail, but don’t ignore the boulders above—rose petals often sit on them, and they’re your health; in Disney’s Beauty and the Beast your HP is tied to the enchanted rose. First little pass: a fallen tree over a ravine. Jump from the middle—edges “eat” your momentum and it’s easy to slip. Wolves come in waves: listen for the growl—after a short beat they lunge. Step back, counter, move on. On the frozen river the ice fractures in sections. Run diagonally from jutting snags to snowdrifts—those are safe islands. Don’t linger on the ice longer than three heartbeats, or it will give way.

Before the alpha’s den there’s a small hill with a pine. Under it is a niche with an extra life—grab it. The wolf boss is all about timing: he makes a wide leap, lands, slides half a step—that’s your window to land a quick string and back off. Three or four cycles and the road to the castle opens.

The Castle’s West Wing

The first corridor is classic Beauty and the Beast: suits of armor and chandeliers. The armor dips their spears as you pass up close. Tip: hug the opposite wall, then pivot and tag the knight from behind—safe and clean. Chandeliers drop if you loiter; shuffle in bursts from chain to chain. To the left of the third chandelier is a torn tapestry you can walk through: inside is a health petal and a short detour that skips a couple of spiked candelabra.

The room with the big windows—watch the draft. Gusts will blow you off narrow ledges. Hop between sills only during a lull: when the curtains go still, that’s your cue. At the end there’s a lever that opens a grate in the lower corridor. Reminder: in Beauty and the Beast, levers often trigger adjacent rooms, so you’ll backtrack the same route—but along the upper beams it’s safer with fewer foes.

The library is perfect for topping off health. The shelves slide: push the outermost one to the right to reveal a narrow passage to stairs; up top is a petal. Down below a couple of cheeky books toss tomes—it’s easier to hop over than to swat. The checkpoint sits by the tall ladder with the globe—you’ll resume here after a fall. Before you leave, smash the cracked wall to the left of the fireplace with a straight hit. There’s a short secret that cuts to the kitchen and hands you another petal.

The Kitchen and the Cellar

The kitchen is noisy and scorching. Stoves “breathe” fire on a rhythm: two quick bursts—long pause. Cross on the long one. Tablecloths work like bounce pads—jump from the edge to get extra height and grab the ceiling beam. In the far corner a pot hops and spits enemies—it’s better to skim across the hooks up top than brawl on the floor.

You descend to the cellar by chains. Don’t grab the third from the left—it drops a spiked gate. Find a lever in a niche behind the barrels; barrels roll down the slope in packs, so stand between lanes, don’t try to outrun them—let a wave pass and move on. There’s a handy stash under the stairs: slip under the span, slide the crate—there’s an extra life behind it. The exit from the cellar leads straight into the conservatory.

The Garden and the Balcony

The courtyard is slick. Snowdrifts act like springs if you land on the edge—factor that into long platform chains. Stone gargoyles sit in pairs on pedestals; the outer one sometimes “wakes up” and lunges. Easy bait: pretend you’re leaving, then step back when it freezes—your jump will be safe. In the far corner, behind the statue with the rose, is a hidden petal; reach it along the railings—there’s also a short drop to the balcony.

The balcony is a wind tunnel. Gusts are stronger than in the West Wing, and the rails are narrow. Pro tip: jump leaning into the wind and you’ll land nearer the center of the platform. Midway hangs a chain that’s hard to see through the snow; latch on for a safe ride across two gaps. Before you enter the tower, snag the last visible petal—the next checkpoint is a ways off.

Upper Halls and the Rooftop

Before the tower fights there’s a room with swinging chandeliers and skinny wall ledges. Build the first chandelier to full swing, but jump on the return arc—the next pendulum is out of phase and you won’t make it otherwise. Shields hang on the walls: one has a crack—hit it and a key will drop. That key opens the door to a tight passage on the right that skips a bunch of enemies and dumps you almost at the finale.

The final stretch is the castle roof. Expect strong wind and sliding tiles. Move in short dashes between jutting spots and don’t idle on edges—a gust can “steal” half a step. Before the showdown, pick up the petal behind the left chimney—there’s a narrow ledge leading to it and it’s easy to miss. Then the boss—the one you’re thinking of. In Beauty and the Beast on SNES the last fight has a fair pattern: single thrust, then a double, then a brief pause. Stay mid-arena and don’t get pinned. Hit—two steps back—wait out the double—hit again. On the second loop he adds a leap that lands into a slide—meet it with a directional block and counter. Three phases, and the roof is yours.

After the win, the game doesn’t cut you loose right away: you still need to carefully reach the exit without slipping off the broken tiles. Don’t relax—the final section loves catching you on adrenaline. Back inside is a short corridor with two fallen beams; crouch and squeeze under the first, then clear the second with a running jump. Players often bleed extra health here—better to wait and take the safe timing.

If you scoop up all the secrets along the way—the tapestries in the West Wing, the niche under the cellar stairs, the statue in the garden, the ledge by the chimney—Disney’s Beauty and the Beast gets much calmer: rose petals are plentiful, and continues go only to honest mistakes, not level cheap shots. It’s that sturdy kind of run where you know why you stepped into every room and you hit the roof fully composed.

Beauty and the Beast Walkthrought Video


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