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Smash Fest Walkthrough — Detailed Guides & 100-Level Strategy Center

Welcome to the official Play Smash Fest walkthrough and strategy headquarters. Every level layout on this site is deterministic and hand-crafted: target placement, mass distributions, friction coefficients, ammunition limits, and par thresholds are derived directly from the game's physics engine data.

Rather than superficial video transcripts, our written walkthroughs provide actionable structural analysis. You will learn how to identify load-bearing pillars, trigger cascading mass transfers, wait for physics settling, and recover when debris fails to clear the table cleanly on the first shot. Detailed photo-guides are provided for foundational levels, paired with comprehensive strategic blueprints across all 10 chapters.

Complete Step-by-Step Level Breakdowns

Play Smash Fest Level Guide — Chapters 1 to 10 Breakdown

Explore the complete 100-level layout specification. Each chapter introduces new structural challenges, material combinations, cannonball budgets, and target par scores.

Chapter 1: Glass Shore (Levels 1–10)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 1Target WallTin20 balls / Par 5Open the center lane first, then keep pressure on the shared gap.
Level 2Target WallGlass, Tin4 balls / Par 2Open the center lane first, then keep pressure on the shared gap.
Level 3Falling PyramidGlass4 balls / Par 2Work from the edge nearest the drop zone and collapse inward.
Level 4Split TowersTin, Glass5 balls / Par 3Start a controlled chain reaction and let moving pieces hit the next layer.
Level 5Support ArchesGlass, Wood5 balls / Par 2Remove the lowest shared support and wait for gravity before cleaning up.
Level 6Target WallTin, Glass6 balls / Par 3Open the center lane first, then keep pressure on the shared gap.
Level 7Falling PyramidGlass, Tin6 balls / Par 3Start a controlled chain reaction and let moving pieces hit the next layer.
Level 8Loaded BridgeGlass, Wood6 balls / Par 3Remove the lowest shared support and wait for gravity before cleaning up.
Level 9Split TowersTin, Glass7 balls / Par 4Work from the edge nearest the drop zone and collapse inward.
Level 10Target WallGlass, Tin7 balls / Par 4Open the center lane first, then keep pressure on the shared gap.
Chapter 2: Timber Bay (Levels 11–20)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 11Support ArchesWood, Glass7 balls / Par 3Remove the lowest shared support and wait for gravity before cleaning up.
Level 12Loaded BridgeWood, Tin7 balls / Par 3Remove the lowest shared support and wait for gravity before cleaning up.
Level 13Split TowersWood, Glass8 balls / Par 4Start a controlled chain reaction and let moving pieces hit the next layer.
Level 14Falling PyramidWood, Tin8 balls / Par 4Work from the edge nearest the drop zone and collapse inward.
Level 15Support ArchesWood, Glass8 balls / Par 4Open the center lane first, then keep pressure on the shared gap.
Level 16Target WallWood, Glass9 balls / Par 5Remove the lowest shared support and wait for gravity before cleaning up.
Level 17Loaded BridgeWood, Glass9 balls / Par 5Start a controlled chain reaction and let moving pieces hit the next layer.
Level 18Split TowersWood, Tin9 balls / Par 5Work from the edge nearest the drop zone and collapse inward.
Level 19Support ArchesWood, Tin10 balls / Par 5Remove the lowest shared support and wait for gravity before cleaning up.
Level 20Loaded BridgeWood, Glass10 balls / Par 6Remove the lowest shared support and wait for gravity before cleaning up.
Chapter 3: Stone Breakwater (Levels 21–30)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 21Support ArchesStone, Glass9 balls / Par 5Remove the lowest shared support and wait for gravity before cleaning up.
Level 22Target WallStone, Glass10 balls / Par 5Open the center lane first, then keep pressure on the shared gap.
Level 23Falling PyramidStone, Tin10 balls / Par 6Work from the edge nearest the drop zone and collapse inward.
Level 24Loaded BridgeStone, Wood10 balls / Par 5Remove the lowest shared support and wait for gravity before cleaning up.
Level 25Split TowersStone, Glass11 balls / Par 6Start a controlled chain reaction and let moving pieces hit the next layer.
Level 26Support ArchesStone, Tin11 balls / Par 6Open the center lane first, then keep pressure on the shared gap.
Level 27Target WallStone, Wood12 balls / Par 7Remove the lowest shared support and wait for gravity before cleaning up.
Level 28Falling PyramidStone, Glass12 balls / Par 7Start a controlled chain reaction and let moving pieces hit the next layer.
Level 29Loaded BridgeStone, Tin12 balls / Par 7Work from the edge nearest the drop zone and collapse inward.
Level 30Split TowersStone, Wood13 balls / Par 8Remove the lowest shared support and wait for gravity before cleaning up.
Chapter 4: Chain Reaction (Levels 31–40)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 31Target WallGlass, Stone12 balls / Par 7Open the center lane first, then keep pressure on the shared gap.
Level 32Support ArchesTin, Wood12 balls / Par 7Remove the lowest shared support and wait for gravity before cleaning up.
Level 33Loaded BridgeGlass, Stone12 balls / Par 7Start a controlled chain reaction and let moving pieces hit the next layer.
Level 34Falling PyramidTin, Wood13 balls / Par 8Work from the edge nearest the drop zone and collapse inward.
Level 35Split TowersGlass, Stone13 balls / Par 8Start a controlled chain reaction and let moving pieces hit the next layer.
Level 36Support ArchesWood, Tin13 balls / Par 8Open the center lane first, then keep pressure on the shared gap.
Level 37Target WallStone, Glass14 balls / Par 9Remove the lowest shared support and wait for gravity before cleaning up.
Level 38Loaded BridgeWood, Stone14 balls / Par 9Remove the lowest shared support and wait for gravity before cleaning up.
Level 39Falling PyramidGlass, Tin14 balls / Par 9Start a controlled chain reaction and let moving pieces hit the next layer.
Level 40Split TowersStone, Wood15 balls / Par 10Work from the edge nearest the drop zone and collapse inward.
Chapter 5: Festival Grounds (Levels 41–50)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 41Loaded BridgeStone, Glass14 balls / Par 9Remove the lowest shared support and wait for gravity before cleaning up.
Level 42Support ArchesWood, Stone14 balls / Par 9Open the center lane first, then keep pressure on the shared gap.
Level 43Target WallGlass, Stone15 balls / Par 10Start a controlled chain reaction and let moving pieces hit the next layer.
Level 44Falling PyramidTin, Wood15 balls / Par 10Work from the edge nearest the drop zone and collapse inward.
Level 45Split TowersStone, Glass15 balls / Par 10Remove the lowest shared support and wait for gravity before cleaning up.
Level 46Support ArchesWood, Tin16 balls / Par 11Start a controlled chain reaction and let moving pieces hit the next layer.
Level 47Loaded BridgeStone, Wood16 balls / Par 11Open the center lane first, then keep pressure on the shared gap.
Level 48Target WallGlass, Stone17 balls / Par 12Remove the lowest shared support and wait for gravity before cleaning up.
Level 49Falling PyramidStone, Tin17 balls / Par 12Start a controlled chain reaction and let moving pieces hit the next layer.
Level 50Split TowersStone, Glass18 balls / Par 13Dislodge the top weight so it falls through the structure below.
Chapter 6: Reinforced Pier (Levels 51–60)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 51Target WallTin, Stone19 balls / Par 14Remove the lowest shared support and wait for gravity before cleaning up.
Level 52Falling PyramidWood, Stone19 balls / Par 14Start a controlled chain reaction and let moving pieces hit the next layer.
Level 53Split TowersStone, Glass19 balls / Par 15Work from the edge nearest the drop zone and collapse inward.
Level 54Support ArchesWood, Stone20 balls / Par 15Remove the lowest shared support and wait for gravity before cleaning up.
Level 55Loaded BridgeStone, Tin19 balls / Par 14Open the center lane first, then keep pressure on the shared gap.
Level 56Target WallWood, Stone20 balls / Par 16Start a controlled chain reaction and let moving pieces hit the next layer.
Level 57Falling PyramidStone, Glass21 balls / Par 16Work from the edge nearest the drop zone and collapse inward.
Level 58Split TowersStone, Wood21 balls / Par 16Dislodge the top weight so it falls through the structure below.
Level 59Support ArchesTin, Stone20 balls / Par 16Remove the lowest shared support and wait for gravity before cleaning up.
Level 60Loaded BridgeStone, Wood20 balls / Par 17Start a controlled chain reaction and let moving pieces hit the next layer.
Chapter 7: Counterweight Cove (Levels 61–70)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 61Target WallStone, Wood20 balls / Par 16Remove the lowest shared support and wait for gravity before cleaning up.
Level 62Falling PyramidStone, Tin20 balls / Par 17Start a controlled chain reaction and let moving pieces hit the next layer.
Level 63Split TowersStone, Glass21 balls / Par 17Dislodge the top weight so it falls through the structure below.
Level 64Support ArchesStone, Wood21 balls / Par 17Work from the edge nearest the drop zone and collapse inward.
Level 65Loaded BridgeStone, Tin20 balls / Par 16Remove the lowest shared support and wait for gravity before cleaning up.
Level 66Target WallStone, Glass22 balls / Par 18Start a controlled chain reaction and let moving pieces hit the next layer.
Level 67Falling PyramidStone, Wood22 balls / Par 18Dislodge the top weight so it falls through the structure below.
Level 68Split TowersStone, Tin23 balls / Par 19Remove the lowest shared support and wait for gravity before cleaning up.
Level 69Support ArchesStone, Glass22 balls / Par 18Start a controlled chain reaction and let moving pieces hit the next layer.
Level 70Target WallStone, Wood23 balls / Par 19Work from the edge nearest the drop zone and collapse inward.
Chapter 8: Siege Shore (Levels 71–80)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 71Target WallStone, Glass21 balls / Par 18Dislodge the top weight so it falls through the structure below.
Level 72Falling PyramidStone, Wood21 balls / Par 18Remove the lowest shared support and wait for gravity before cleaning up.
Level 73Split TowersStone, Tin22 balls / Par 19Start a controlled chain reaction and let moving pieces hit the next layer.
Level 74Support ArchesStone, Glass21 balls / Par 18Work from the edge nearest the drop zone and collapse inward.
Level 75Target WallStone, Wood23 balls / Par 20Remove the lowest shared support and wait for gravity before cleaning up.
Level 76Falling PyramidStone, Tin22 balls / Par 19Start a controlled chain reaction and let moving pieces hit the next layer.
Level 77Split TowersStone, Glass23 balls / Par 20Dislodge the top weight so it falls through the structure below.
Level 78Target WallStone, Wood24 balls / Par 21Work from the edge nearest the drop zone and collapse inward.
Level 79Falling PyramidStone, Tin23 balls / Par 20Remove the lowest shared support and wait for gravity before cleaning up.
Level 80Split TowersStone, Glass24 balls / Par 21Start a controlled chain reaction and let moving pieces hit the next layer.
Chapter 9: Breaker Gauntlet (Levels 81–90)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 81Target WallStone, Wood22 balls / Par 20Remove the lowest shared support and wait for gravity before cleaning up.
Level 82Falling PyramidStone, Tin22 balls / Par 20Start a controlled chain reaction and let moving pieces hit the next layer.
Level 83Split TowersStone, Glass23 balls / Par 21Dislodge the top weight so it falls through the structure below.
Level 84Target WallStone, Wood23 balls / Par 21Work from the edge nearest the drop zone and collapse inward.
Level 85Falling PyramidStone, Tin23 balls / Par 21Remove the lowest shared support and wait for gravity before cleaning up.
Level 86Split TowersStone, Glass24 balls / Par 22Start a controlled chain reaction and let moving pieces hit the next layer.
Level 87Target WallStone, Wood24 balls / Par 22Dislodge the top weight so it falls through the structure below.
Level 88Falling PyramidStone, Tin24 balls / Par 22Work from the edge nearest the drop zone and collapse inward.
Level 89Split TowersStone, Glass25 balls / Par 23Remove the lowest shared support and wait for gravity before cleaning up.
Level 90Target WallStone, Wood25 balls / Par 23Start a controlled chain reaction and let moving pieces hit the next layer.
Chapter 10: Grand Finale (Levels 91–100)
LevelPatternMaterialsAmmo / ParStrategy Focus
Level 91Target WallStone, Glass23 balls / Par 22Remove the lowest shared support and wait for gravity before cleaning up.
Level 92Split TowersStone, Wood23 balls / Par 22Start a controlled chain reaction and let moving pieces hit the next layer.
Level 93Target WallStone, Tin24 balls / Par 23Dislodge the top weight so it falls through the structure below.
Level 94Falling PyramidStone, Glass24 balls / Par 23Work from the edge nearest the drop zone and collapse inward.
Level 95Split TowersStone, Wood24 balls / Par 23Remove the lowest shared support and wait for gravity before cleaning up.
Level 96Target WallStone, Tin25 balls / Par 24Start a controlled chain reaction and let moving pieces hit the next layer.
Level 97Split TowersStone, Glass25 balls / Par 24Dislodge the top weight so it falls through the structure below.
Level 98Target WallStone, Wood25 balls / Par 24Work from the edge nearest the drop zone and collapse inward.
Level 99Split TowersStone, Tin26 balls / Par 25Remove the lowest shared support and wait for gravity before cleaning up.
Level 100Target WallStone, Glass26 balls / Par 25Dislodge the top weight so it falls through the structure below.

How to use these walkthroughs

Play the level once before opening its guide. Notice which objects count as targets, which pieces are only supports, and where a falling object has room to travel. Then compare your observation with the structure analysis and opening plan. The step-by-step sequence gives a reliable route, but small aim changes can create different rebounds, so the final target count matters more than copying a pixel-perfect cursor position.

After each shot, pause until moving pieces have stopped. A support that appears stable may still be rotating, a glass panel may be sliding toward an edge, or a falling can may be about to strike another target. Spending the next cannonball too early can block a useful chain reaction and makes it harder to understand which shot actually solved the structure.

Read the structure before firing

Start at the bottom of the construction. Shared supports, narrow feet, bridge joints, and the lowest piece in a center stack usually control more mass than exposed decorations near the top. A low impact can remove support while preserving the cannonball's horizontal momentum, allowing one shot to affect several targets. A high impact often breaks only the object it touches and leaves the load-bearing frame intact.

Next, identify the nearest open edge. Tin, wood, and stone do not always need to break; many targets clear when they are pushed off the platform. Glass is different because it responds well to direct impact and can start a cascade. The best route therefore depends on both material and geometry rather than on material alone.

10-Chapter Progression & Strategic Doctrines

Chapter 1 (Glass Shore, Levels 1–10): Focuses on center-lane penetrations and learning displacement physics with tin and glass. Opening shots should aim low and center to fracture multiple baseline targets.

Chapter 2 (Timber Bay, Levels 11–20): Introduces load-bearing wood beams and cantilever bridges. The core doctrine is to identify shared vertical studs and use gravity to let upper targets shear downward.

Chapter 3 (Stone Breakwater, Levels 21–30): Features heavy stone blocks. Direct impact is inefficient; instead, dislodge the supporting timber underneath so stone mass turns into a secondary battering ram.

Chapter 4 (Chain Reaction, Levels 31–40): Combines fragile glass fuses with tumbling cylinders. Precision aiming triggers domino effects that collapse multi-tier structures on a tight ammunition budget.

Chapter 5 (Festival Grounds, Levels 41–50): Wide compound layouts with multiple independent towers. The optimal tactic is outward displacement toward the left and right table edges.

Chapter 6 (Reinforced Pier, Levels 51–60): Introduces reinforced interlocking foundations where ammo margins drop to 5. Every shot must fulfill dual roles: weakening a foundation and clearing debris.

Chapter 7 (Counterweight Cove, Levels 61–70): Asymmetrical balance puzzles. Shifting a high stone counterweight causes entire archways to pivot off the platform under their own gravitational torque.

Chapter 8 (Siege Shore, Levels 71–80): Fortified multi-material pyramids. Requires systematic outside-in deconstruction, peeling outer layers before targeting core supports.

Chapter 9 (Breaker Gauntlet, Levels 81–90): Extremely tight ammunition limits (margin of 2). Requires zero wasted balls, perfect aim on key structural keystones, and disciplined settling pauses.

Chapter 10 (Grand Finale, Levels 91–100): The ultimate master challenge. Level 100 features massive multi-layered stone fortresses where only single-point structural buckling can achieve par rating.

Material Physics & Collision Dynamics

Glass (Low Mass, High Fragility): Shatters instantly upon high-velocity impact or moderate kinetic compression. Ideal for opening corridors through dense formations.

Tin (Low Mass, Low Friction): Readily slides and rolls across flat surfaces. Aim shallow and low to impart horizontal velocity towards the nearest table boundary.

Wood (Medium Mass, High Friction): Provides rigid structural support. Resists lateral sliding, making direct base strikes necessary to topple upright beams.

Stone (High Mass, High Inertia): Extremely resistant to single-ball displacement. When dropped from height, its immense momentum effortlessly crushes wood and glass structures beneath.

Recovering from an imperfect collapse

Do not automatically restart when the first shot differs from the guide. Count the remaining targets and inspect their new positions. A fallen target near an edge may be easier than it was in the original structure, while an isolated target trapped behind debris may justify a reset. The alternative-route section on each guide explains how to make that decision without wasting the entire ammunition budget.

Use direct cleanup shots only after the main structure has settled. Aim through the center of an isolated target when you need a predictable result; aim low and toward the nearest edge when displacement is enough. If debris blocks the lane, a small hit on the obstruction can be more efficient than trying to force a shot through it.

Accuracy, par, and repeatable practice

Par is a practice target, not a requirement for unlocking the next level. First learn a safe clear, then replay and reduce shots by combining setup and cleanup. A repeatable opening is one you can explain: which support you chose, where the impact should travel, and what result tells you to continue or reset.

For useful practice, change one variable at a time. Move the aim slightly higher or lower while keeping the same target, then compare the collapse. Random shots create dramatic motion but teach very little. Controlled experiments reveal how the browser physics responds to leverage, impact direction, material strength, and platform edges.

Walkthrough & Strategy Questions

Why are Levels 1–10 given full step-by-step guides while Chapters 1–10 have structural overviews?

Levels 1–10 teach the fundamental physics rules, material interactions, and aim mechanics required for the entire game. The chapter breakdowns provide strategic doctrines, ammo margins, and structural weak points for all 100 levels.

Do I have to follow every shot exactly to clear a level?

No. Rigid-body physics simulations have slight variations depending on exact contact angles. Use our guides to identify the core load-bearing support, then adapt cleanup shots based on where targets settle.

How do I earn 3 stars on every level?

Three-star ratings require clearing all targets within or under the designated Par shot limit while maximizing remaining ammunition bonuses. Master the opening shot to trigger maximum chain reactions.

Are these walkthroughs verified on real browser engines?

Yes. All level parameters, ammo budgets, and screenshots are tested directly inside the Three.js and Rapier physics runtime on Chrome, Safari, and Firefox across desktop and mobile devices.