Peggle Strategy Guide

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Meet the Masters

The Peggle Masters can bail you out of some pretty sticky situations, so it's important to know how, when and where to wield their Magic Powers. Click on a thumbnail to learn more about each master:


Bjorn

Magic Power: Super Guide
Activation: Next shot
Duration: Three shots

The mystical Super Guide shows you where the ball will go on its first bounce. You can use it to pick out style shots and light up tricky pegs, but you can also play around with it to get familiar with how the ball will bounce (a key skill for all Peggle Masters).

Tips

  • Use the mouse wheel or arrow keys to precisely aim the Super Guide.
  • When you have a clear shot to the last orange peg, use the Super Guide to aim for the 100,000 point bucket during Extreme Fever.
  • Aim the Super Guide to hit the purple peg after getting Extreme Fever.

Most Effective: The Super Guide works best on static levels with all pegs (and no bricks), like Snow Day, Love Story or Don't Panic. Though always helpful, the Super Guide tends to be most useful later in the level when the board's not so crowded. As we mentioned above, it's fundamental to do multiple things with each shot, and that becomes a lot easier with the Super Guide.

Master Style!

Double Guide: Hit both green pegs in the same shot, resulting in the Super Guide being active for the next six shots.
Points: 25,000

Jimmy Lightning

Magic Power: Multiball
Activation: Immediately
Duration: Length of the shot

This totally tubular power causes a second ball to eject from the opposite side of the green peg, almost guaranteeing high scores and loads of style points.


Tips

  • If you hit a green peg on the left side, the multiball will go right (and vice versa).
  • Hit both green pegs on the same shot, and you'll have three balls bouncing around the board at once (and 25,000 style shot points).
  • Save one green peg 'til the end. Tag it after you hit the last orange for Extreme Fever. You'll get 25,000 style points and two balls headed toward the fever buckets at the bottom of the screen.

Most Effective: Multiball works best on boards with dense pegs and bricks like Birdy's Crib, Getting the Spare or Spider's Web.

Master Style!

Triple Play: Hit both green pegs in the same shot, resulting in a three-ball shot.
Points: 25,000

Multiball Madness: Get the Multiball after hitting the final orange peg for Extreme Fever.
Points: 25,000 (5,000 in Duel Mode)

Free Ball Frenzy: Have more than one ball go into the Free Ball Bucket in one shot.
Points: 100,000 (10,000 in Duel Mode)

Kat Tut

Magic Power: Pyramid Power
Activation: Immediately
Duration: Five shots

Kat's power adds pyramid-like bumpers to the sides of the Free Ball Bucket. This dramatically increases the chance that the ball will bounce back up into play or fall into the bucket. It lasts a long time, too (just like mummies).

Most Effective: Use on levels with tricky low-lying pegs (you can snag them on the bounce) like Our Favorite Eel, Waves or End of Time, or when you're in need of free balls.

Master Style!

Pyramid Pileup: Hit both green pegs in the same shot, resulting in the Pyramid being active for the next nine shots.
Points: 25,000

Pyramid Pickup: Bounce a ball off the Pyramid bumpers and into the Free Ball Bucket.
Points: 10,000 (5,000 in Duel Mode)

Splork

Magic Power: Space Blast
Activation: Immediately
Duration: Instant

This one-eyed alien knows how to shake things up. Hit a green peg and Splork creates an explosion that instantly eliminates all pegs in the area.


Tips

  • Tag the purple point peg with the Space Blast for extra points.
  • Get rid of the easy orange pegs before you use Magic Power. This way you can take full advantage of the Fevermeter's point multiplier. Your score really will explode when you finally use the Space Blast.

Most Effective: Use the Space Blast for clearing clusters of pegs on boards like Maid in Space, 9 Luft Balloons and Beyond Reason.

Master Style!

Big Bang: Light up both green pegs in the same shot, either by hitting them both with the ball or by catching one green peg in the Space Blast of the other.
Points: 25,000

Claude

Magic Power: Flippers
Activation: Immediately
Duration: Three shots

Claude uses his Magic Powers to turn Peggle into pinball. Hit the green peg and use the Flippers in the bottom corners of the screen to pop the ball back up into play. Click the left mouse button to flip the Flippers.

Tips

  • Use the Flippers to bounce shots back against the wall for tricky angles.
  • Flippers are active during Extreme Fever (if you have them on your final shot), so you can try to hit remaining pegs during Extreme Fever (by keeping the ball alive) or try to prevent the ball from going into the 10,000-point bucket.
  • Hold the Flippers in the flipped-up position by holding down the left mouse button; this is useful for trapping the ball with the Flippers to set up a good flip.
  • Use the Flippers to toss the ball into the Free Ball Bucket.

Most Effective: Flippers work best on boards where the ball is forced to drop to the right or left of the board, like Pearl Clam or Infinite Cheese. On these boards, you can trap the ball with the Flippers and keep it in play for maximum points and peg removal.

Master Style!

Flip Out: Hit both green pegs in the same shot, resulting in Flippers being active for the next five shots.
Points: 25,000

Flipper Maniac: Bounce off a Flipper and hit at least one peg; do this four times.
Points: 25,000 (5,000 in Duel Mode)

Renfield Pumpkin

Magic Power: Spooky Ball
Activation: Immediately
Duration: Length of the shot

When you hit a green peg, the Spooky Ball will travel through the bottom of the board and do a reappearing act at the top for a second pass through the pegs. The Spooky Ball will reappear at the top of the screen in the same spot as it exited the bottom of the screen.

Tips

  • Spooky Ball's twice-around ability allows for extremely high-scoring shots.
  • For big points, hit as many pegs as possible on the Spooky Ball's first time down the board.
  • Try to get the Spooky Ball to exit at an angle (instead of straight down) so it re-enters from the top going a different way. This way, it'll go someplace different instead of just falling through all of the pegs that you just cleared.

Most Effective: Spooky Ball works best on boards that have an even distribution of pegs and few clusters, like Das Bucket, Birdy's Crib or Insane Aquarium.

Master Style!

Spooktacular: Hit both green pegs in the same shot, resulting in the Spooky Ball going around the screen twice.
Points: 25,000

Tula Sunflower

Magic Power: Flower Power
Activation: Immediately
Duration: Instant

How does your Peggle garden grow? With Tula's Flower Power, of course! This Magic Power lights up the closest one-fifth of the remaining orange pegs when you hit a green.


Tip

  • Use Flower Power early in a level to push up the Fevermeter and increase the point multiplier.

Most Effective: Use Flower Power early on boards that have lots of bricks to maximize its effect, or hold off until the end of the level to light up particularly hard-to-reach orange pegs. Tula's also your go-to gal for the 25-, 35- and 45-peg challenges.

Master Style!

Petal to the Metal: Hit two green pegs in the same shot, resulting in one-fifth of the remaining orange pegs lighting up each time.
Points: 25,000

Warren Rabbit

Magic Power: Lucky Spin
Activation: Immediately

Lucky Spin is the most effective point-scoring Magic Power, assuming you're lucky enough to land on the Triple Score. When you hit a green peg, you get to spin the lucky wheel. It has several options: Free Ball, Triple Score, Magic Hat, a randomly selected Magic Power and the opportunity to buy a vowel (er, wait, that's a different game).

Duration: Variable. Free Balls are awarded instantly. Triple Score and Magic Hat each last for two shots, including the activating shot. The randomly chosen Magic Power lasts as long as it normally would.

Tips

  • Save at least one Lucky Spin until late in the level; that way the Triple Score (if you get it) will be tripling an already point-multiplied shot score.
  • If you get the Magic Hat, try shooting it into clumps of pegs or under arcs for maximum peg light-up.

Most Effective: Call on Warren when you're feeling lucky, want to score a ton of points, or when you're simply not sure what to do (just to mix it up). If you hit both green pegs on one shot, it's possible to have multiple powers at once (Flippers with the Magic Hat for instance) — mind-blowing, isn't it?

Master Style!

Spin Again: Hit both green pegs in the same shot, resulting in two chances with the Lucky Spin.
Points: 25,000

Hat Trick: Have a ball wearing the Magic Hat fall into the Free Ball Bucket.
Points: 10,000 (2,500 in Duel Mode)

Lord Cinderbottom

Magic Power: Fireball
Activation: Next shot
Duration: One shot

Lord Cinderbottom doesn't play around. Hit a green peg and your next ball is a large, burning sphere. The fireball doesn't bounce when it hits other pegs; it just burns a path through the board, lighting up and instantly eliminating any pegs in its way.

Tips

  • Time your shot to bounce the Fireball off the Free Ball Bucket for more hot action (and points!).
  • Go for 100,000 on Extreme Fever. Save one green to the end and one final orange right under the launcher. On your second to last shot, hit the green. On your last shot, shoot the Fireball straight down – through the last orange peg and into the 100,000-point Fever bucket.

Most Effective: This Fireball-breathing dragon is good for clearing paths and getting tricky pegs. Use him on levels with lots of obstacles (this way, you have a lot to bounce off of and you can get the most out of each Fireball).

Master Style!

Great Balls of Fire: Hit both green pegs in the same shot, resulting in the Fireball being active for the next two shots.
Points: 25,000

Hot Stuff: Bounce a Fireball off the cap on the Free Ball Bucket, then have the Fireball land in the Free Ball Bucket.
Points: 25,000 (5,000 in Duel Mode)

Master Hu

Magic Power: Zen Ball
Activation: Next shot
Duration: One shot

Master Hu's been playing this game for quite some time and has more than a few tricks in his turban. When the Zen Ball is activated, the wise old owl considers a range of possible paths for the ball based on where you aim your shot. He nudges your aim toward the highest-scoring path, with additional weight on dropping the ball in the Free Ball Bucket and lighting up orange pegs.

After you take the shot, Zen Ball will tell you how much it has improved your shot. "No improvement" means Zen Ball has not improved your shot. "Zen achieved" means your shot has been improved (by dropping the ball in the Free Ball Bucket, for instance) but not for additional points. "(Some Percentage) More Zen" means that your shot has been improved by the given percentage. "Maximum Zen" means your shot has been improved by more than 500% over the original shot.

Tips

  • The Zen Ball works best when there are lots of angles to consider. Aiming directly at a peg or the corner of a brick offers more possible angles and brings maximum Zen magic.
  • Shoot the Zen Ball at pegs high up on the screen to get as many other pegs on the way down as possible.

Most Effective: Zen Ball is useful on just about any board, but it's best to use it early on. The more orange pegs on the board, the more options Master Hu can consider.

Master Style!

Zen Maniac: Hit both green pegs in the same shot, resulting in Zen Ball being active for the next two shots.
Points: 25,000