Smash Fest Walkthrough — Complete Level-by-Level Guide (All 50 Levels)
Welcome to the complete Smash Fest walkthrough — a level-by-level guide to all 50 levels. Stuck on one tricky stage? Find it in the table below for a one-line tip, or read on for the full Smash Fest walkthrough of every act plus shot-by-shot solutions to the toughest levels. Every level in Smash Fest is a physics puzzle with a clean answer, and this guide shows you where to aim so the whole structure collapses at once instead of chipping away block by block.
This Smash Fest walkthrough is maintained alongside the game itself, so the solutions track the current level designs rather than an old build. New to the game? The how-to-play guide covers the controls and how each material breaks — this walkthrough assumes you know the basics and focuses on solving all 50 levels.
All 50 Smash Fest Levels at a Glance
Every level, its cannonball budget, a difficulty rating, and the fastest line of attack. The Balls column is the generous budget the game hands you — not a tested minimum, so you usually have shots to spare. Tap a level number to jump to its act.
| # | Level | Balls | Difficulty | Quick Tip |
|---|---|---|---|---|
| 1 | Wall of Jars | 20 | Hit the bottom row dead center — the whole 5-layer wall of jars slides off in rows. | |
| 2 | Two-Tone Wall | 22 | Aim the base seam; the pots shatter and the jars above ride the collapse off the edge. | |
| 3 | Skyscraper Columns | 22 | Knock out one base column and it drags its neighbors down like dominoes. | |
| 4 | Yin-Yang Wall | 28 | The right half is stone (unbreakable) — start the collapse from the soft pot side on the left. | |
| 5 | The Stacked Tower | 22 | Clear the center of the bottom row and the whole pyramid folds inward. | |
| 6 | Framed Horde | 28 | Hitting the stone frame does nothing — punch into the pots trapped inside it. | |
| 7 | Checkerboard Rampart | 30 | Wide, dense and low — sweep the base left to right, don't chip single blocks. | |
| 8 | Twin Spires | 24 | Topple one 8-layer tower and half the table goes over with it. | |
| 9 | Layered Peaks | 26 | Stone base, pots on top — push the stone footing so the light pots avalanche off. | |
| 10 | City of a Thousand Bricks | 36 | Act 1 finale. Aim low and let the crowned pyramid ride the base collapse over the rim. | |
| 11 | Solid Keep | 24 | Two stone courses hold up four of pots — dislodge the stone base to drop everything. | |
| 12 | Climbing Steps | 24 | Hit the short end and the whole staircase slides down toward it. | |
| 13 | Island Formation | 26 | Three thick 7-layer islands — fell one and its half of the table clears at once. | |
| 14 | Radiant Cylinder | 24 | Round table. Hit one edge of the base ring and the solid cylinder collapses outward off the rim. | |
| 15 | The Scales | 24 | Two 8-layer towers, empty middle — bring one down and its whole side clears. | |
| 16 | Shield Line | 24 | The front wall is stone (unbreakable). Arc over it or drive through a gap to reach the softer rows. | |
| 17 | Rampart Stacks | 26 | Solid all the way through — target the load-bearing base, the dense top rides it off. | |
| 18 | The Great Staircase | 26 | Mountain shape, tallest in the middle — hit the peak's base to spill both slopes. | |
| 19 | Narrow Pass | 22 | Narrow table, two 7-layer towers — one clean topple sends a tower straight off the side. | |
| 20 | Arrowhead | 24 | Hit the wide base of the arrow and the stacked point collapses down through it. | |
| 21 | Tower to the Sky | 26 | Knock the tall central column off its checkerboard base to bring the spire down across the table. | |
| 22 | Fortress Weight | 24 | Four solid pot layers press on the base — clear the footing and the weight does the rest. | |
| 23 | The Hedgehog | 24 | The stone spikes ringing the top can't be broken — collapse the pot cylinder underneath to carry them off. | |
| 24 | Hourglass Trap | 20 | Thick sides, pinched middle — hit a base of the thick columns and the top spills across the gap. | |
| 25 | Four Guardians | 24 | Corner towers on beams — break a support pillar and its beam-load crashes down. | |
| 26 | Floating Stones | 20 | The narrow stone base is unbreakable — shove the footing so the wide top layers tip off. | |
| 27 | Obelisk Field | 22 | Eleven tall pillars in a row — a low hit through the middle chains them over sideways. | |
| 28 | Diamond Array | 24 | Diamond table, point at you — hit the near corner of the base and it sheds down all four faces. | |
| 29 | The Skybridge | 18 | The long bridge has no center support — take out either pier and the whole span plus its load drops. | |
| 30 | Three Peaks | 22 | Three pyramids — work base by base, each peak spills once its footing goes. | |
| 31 | The Inverted Tower | 20 | It narrows as it rises — hit the widest bottom course and the top-heavy stack overbalances. | |
| 32 | Siege Line | 22 | The front stone wall won't break — arc over the top or drive round the ends to the pots and jars behind. | |
| 33 | The Maze | 20 | Front/back rows alternate every layer — aim where a heavy stone rests on a lighter block to start the cascade. | |
| 34 | Deep Forest | 22 | Narrow table packed with 7-layer wood/stone columns — a low center hit rakes the whole grove down. | |
| 35 | Spiral Ascent | 28 | Big round table, six-layer solid cylinder with a capping stack — hit the base ring to spin the whole column off. | |
| 36 | The Honeycomb | 26 | Stone cells can't be broken, only shoved — hammer the load-bearing pot cells so the whole 5-layer wall caves. | |
| 37 | Three-Axis Steps | 22 | Each row is its own staircase — hit the short ends to slide all three down together. | |
| 38 | Assault Column | 24 | Stone footing, pots, then jars on top — knock the stone base out to drop the full six-layer stack. | |
| 39 | The Arena | 26 | Round table, solid six-layer cylinder — one strong base-ring hit collapses it outward all around. | |
| 40 | Checkerboard Dynasty | 28 | Dense checkerboard crowned with a pyramid — aim low so the crown rides the base sweep off the rim. | |
| 41 | Ring Fortress | 28 | Stone footing under a tall pot column on the big round table — shove the stone base so the column topples off. | |
| 42 | Seven Pillars | 22 | Seven tall wood pillars, no walls — a precise low hit fells one into the next down the line. | |
| 43 | Island Federation | 26 | Two 8-layer islands bridged by a low span — drop one giant and the link carries the collapse across. | |
| 44 | The Eight Trigrams | 28 | Solid cylinder with two unbreakable stone base courses — you can only shove it, so aim the base ring toward the nearest rim. | |
| 45 | The Hanging City | 22 | Narrow stone footing, wide top — hit the base so the overhanging upper layers tip off the sides. | |
| 46 | Diamond Wall | 24 | Diamond table, capped stack — hit the near corner base to shed the wall down every face. | |
| 47 | Three Waves | 24 | Three 5-layer walls in a row — the middle one is stone, so break the front and back and shove the stone through. | |
| 48 | Stars Around the Moon | 28 | Solid disc ringing a tall central tower — collapse the disc base first, then topple the 'moon' spire. | |
| 49 | Convergence | 28 | Checkerboard base, corner beam-towers and a central pyramid — hit the base so the whole compound comes down as one. | |
| 50 | The Summit | 30 | The finale: four checkerboard layers, a pyramid and a capping stack — aim dead low center and let the entire tower ride off the table. |
A quick word on reading the table: difficulty is driven less by the cannonball count than by the materials. Levels built from jam jars and pots collapse easily; levels packed with stone are the hard ones, because stone shrugs off direct hits and can only be shoved off the table. Every five-star level on the list is a stone-heavy structure.
Smash Fest Walkthrough — Act 1: Levels 1–10 (Getting Started)
The opening act teaches the single idea the whole game is built on: you win by collapsing structures, not by breaking objects one at a time. Levels 1 and 2 are plain walls of jars and pots — hit the bottom row dead center and watch the wall slide off in rows. Level 3 stacks the same idea into seven tall columns so you learn that toppling one base column drags its neighbors down.
Level 4 introduces the game's most important twist: stone. Its right half is stone blocks you cannot break, so you have to start the collapse from the soft pot side on the left. From here the act mixes materials and adds height — the framed horde of Level 6 hides pots behind an unbreakable stone frame, and the Level 10 finale is a dense checkerboard city crowned with a pyramid. Aim low, always, and let the crown ride the base collapse over the rim.
Smash Fest Walkthrough — Act 2: Levels 11–20 (New Shapes)
Act 2 changes the board itself. Level 14 is your first round table: the blocks form a solid cylinder, so hitting one edge of the base ring makes the whole column collapse outward off the curved rim. Later levels bring the diamond table (Level 28 in the next act) and narrow tables that leave almost no margin for error.
This act is also where defensive shapes appear. Level 16's front wall is stone — you cannot punch through it, so you arc over the top or thread a gap to reach the softer rows behind. Level 19 squeezes two seven-layer towers onto a narrow table, where one clean topple sends a whole tower straight off the side. The recurring lesson: identify the one unbreakable element on the board and plan your shot to go around it, not through it.
Smash Fest Walkthrough — Act 3: Levels 21–30 (Complex Structures)
Now structures start defending themselves with clever geometry. Level 23, "The Hedgehog," rings the top of a pot cylinder with unbreakable stone spikes — you cannot clear the spikes directly, so you collapse the pot column underneath to carry them off. Level 29, "The Skybridge," is the tightest budget in the game at just 18 balls: a long bridge with no center support, held up by a pier at each end. Take out either pier and the entire span plus everything on it drops at once.
This is also where beams matter most. Several levels stack loads on top of beams held up by thin pillars — break a support pillar and the beam's cargo crashes down for free. If a level looks impossibly dense, look for the load-bearing pillar holding it all up; that single target is usually the whole solution.
Smash Fest Walkthrough — Act 4: Levels 31–40 (High Tactics)
Act 4 is where the difficulty curve turns sharply upward, and it is built around things you cannot break. Level 32's siege line puts a five-layer stone wall across the front; Level 36, "The Honeycomb," is the first five-star level — a wall of alternating pot and stone cells where the stone can only be shoved. These levels reward patience: you clear the soft, load-bearing cells and let the dead weight of the stone do the rest as the structure caves.
Inversions show up here too. Levels 31 and (in the finale act) 45 narrow at the base and widen toward the top, so a hit to the bottom course makes the top-heavy stack overbalance and tip off the sides. When a structure looks like it should not be standing, that instability is the intended weak point.
Smash Fest Walkthrough — Act 5: Levels 41–50 (Expert Challenges)
The final ten levels combine every mechanic. Round-table cylinders return with stone footings (Level 41, Level 44), beam-towers and pyramids stack into single compound fortresses (Level 49), and the difficulty peaks with four five-star stages. The through-line is that these are big, dense, solid structures — the satisfying part is how much comes down when you find the right base shot. The four toughest get full solutions below.
Toughest Smash Fest Levels — In-Depth Solutions
Four levels stand out as the hardest in the game, all in the stone-heavy back half. These get a shot-by-shot plan. (There is no official "hardest level" — these are the toughest by structure, and the ones players get stuck on most.)
Level 36 "The Honeycomb" — a wall you cannot punch through
This is the first five-star level, and it breaks the instinct you have been trained on. The wide table holds a five-layer wall of alternating pot and stone cells, and the stone cells cannot be broken — a direct hit just nudges them. Trying to smash your way through wastes every ball.
The solution is to treat the stone as dead weight and attack the pots holding it up. Aim low, into the base row of pot cells, ideally toward one end of the wall. As those load-bearing cells shatter, the column of stone above them loses its footing and the whole section caves toward the table edge, carrying the unbreakable stone off with it. Work along the base rather than up the middle; once one end goes, the rest follows with a shot or two of cleanup.
Level 44 "The Eight Trigrams" — a solid cylinder you can only shove
On the big round table, the blocks form one solid six-layer cylinder: two courses of stone at the bottom, pots in the middle, jars on top. The stone base cannot be broken, so this is a pure pushing puzzle — you are not demolishing the structure, you are rolling it off the table.
Aim the base ring, and aim it toward the nearest rim. A full-force hit low on one side shoves that whole side of the cylinder outward; because the table is round, the collapse spills off the curved edge instead of piling up in the middle. Do not waste shots on the jars up top — they ride down with everything else. One or two committed base shots on the same side will clear far more than scattered hits around the ring.
Level 49 "Convergence" — a compound fortress
This one layers three mechanics at once: a checkerboard base, a beam-supported tower in each corner, and a 3D pyramid in the center. It looks overwhelming, but it comes apart in stages. First, take out a corner support pillar so its beam-load drops — that clears the corners cheaply. Then aim dead low into the center of the base so the pyramid and the remaining checkerboard collapse together as one mass toward the rim. The mistake here is picking at the pyramid on top; hit the foundation and let the height work for you.
Level 50 "The Summit" — the finale
The last level is the biggest structure in the game: four layers of checkerboard, a 3D pyramid, and a capping stack on top, all on the extra-wide table. With 30 balls it is generous, but the structure is tall and dense enough that scattered shots barely dent it.
Play it as one big collapse. Aim dead low and dead center of the base and commit a full-force shot there — the entire tower is top-heavy enough that a clean base hit sends the whole thing sliding off the table in a single cascade. Follow up on whatever stragglers remain at the edges. If you have cleared the earlier five-star levels, you already know the move: foundation first, and let gravity clear the rest.
Master the Full Smash Fest Walkthrough
This Smash Fest walkthrough covers every jam-jar wall, stone fortress, round-table cylinder, and skybridge across all 50 levels — from the one-star opener to the five-star finale. The core move never changes: aim at the base, hit the supports, and let the collapse carry the rest off the table. Bookmark this Smash Fest guide and check back as new levels are added, and pair it with the how-to-play guide if you need a refresher on how each material breaks.
Smash Fest Walkthrough FAQ
How many levels are in Smash Fest?
Smash Fest has 50 levels, grouped into five acts of ten. Difficulty ramps from one-star warm-up walls in Act 1 to five-star stone fortresses in the finale. The quick-reference table above lists every level with its cannonball budget and a one-line tip.
How long does it take to finish all 50 levels?
Most players clear the first 20 levels in under 15 minutes. The full set of 50 takes anywhere from 45 minutes to a few hours depending on how carefully you plan each shot. There is no time limit, and retrying a failed level is instant.
What are the hardest levels in Smash Fest?
Levels 36, 44, 49 and 50 are among the toughest — dense, stone-heavy structures where blocks you cannot break must be shoved off the table instead. See the in-depth solutions above for a shot-by-shot plan on each.
What happens when I run out of cannonballs?
After your last shot the game waits a few seconds for the physics to settle, so a slow collapse can still win. If anything is left on the table once everything stops moving, the level is failed and a Retry button appears — retrying costs nothing.
Do I have to smash every object to clear a level?
No. Anything that falls off the table and lands on the sand counts as cleared, whatever it is made of. The fastest solutions hit the supports at the base of a structure so the whole thing collapses over the edge, rather than breaking objects one by one.
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See also: How to Play for controls and material rules, or the about page for the tech behind the game.