Colony Flow! level guide

Colony Flow! Level 136 Walkthrough

hard 7 colors

Colony Flow Level 136 is a caped-hero board where the loaded red cape and blue wall have to open first, because the green chest accent, yellow trim, and tiny dark shoe cleanup all compete for the same single ant hole afterward.

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How to Solve Colony Flow! Level 136 — Full Solution

  1. Start with the loaded outer-family opener: red 14, red 45, cyan 54, blue 24, and blue 22. Let the cape and the background wall begin shrinking together before you spend any tiny center accent.
  2. Keep the broad field moving with the next blue-and-red sequence, especially several blue stacks and several red stacks. These heavy waves are what stop the board from choking on its huge outer frame.
  3. Add the dark edge family through midgame so the right-wall rectangles and shoe blocks do not strand until the end. Dark 45 and the later tiny dark inserts are safer while the cape is still draining than after it is nearly gone.
  4. Bring in the green-and-yellow center accents only after the outer wall is already reduced. Green 36 / 25 and the heavy yellow center waves work best once the red body and blue background have already opened the center.
  5. Use the white and pale slash cleanup late. Those tiny diagonal marks and side highlights should only arrive after the big red-and-blue masses are already under control.
  6. Finish with the last dark shoe or wall accents, the final blue edge cleaners, and the remaining cape strips. The board clears when the outer wall, lower cape edge, and tiny right-side details disappear together.

Colors in this level:

Red, Blue, Cyan, Green, Yellow, Black, White

Common Mistakes to Avoid

  • Sending the green chest accent or white slash cleanup before the red cape and blue wall are already moving, which parks ants in tiny inner pockets and slows the huge outer collapse.
  • Ignoring the dark shoes and right-wall rectangles until the very end, which leaves small edge pockets stranded behind the last cape strips.
  • Treating the center-body accents as the opener instead of solving the outer field first.
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Quick Tips for Colony Flow! Level 136 (spoiler-free)

  • Open the red cape and blue wall before any tiny center accent.
  • Use the dark shoes and wall rectangles as midgame inserts so they do not strand until endgame.
  • Save the white slash cleanup for late once the huge outer field is already reduced.
Board notes 5 details
Layout
Caped character portrait inside the white frame. A deep-blue background clears the outer field, a broad red cape or scarf sweeps across the left half, and a red-orange figure with a green chest accent and dark shoes stands on the right. Small white diagonal slash marks and pale dots sit near the lower-left side, and several dark rectangular accents line the right wall. A single dark ant hole sits below the portrait. The active row begins already loaded with red 14, red 45, cyan 54, blue 24, and blue 22, then rotates into blue 40, yellow 15, green 36, dark 45, yellow 40, the several red stacks, the several blue stacks, green 25, later orange-yellow 22 / 24, tiny the several dark outline stacks, and pale cleanup fillers.
Goal
Blue and cyan stacks clear the full outer background wall. Red stacks drain the sweeping cape and most of the character body. Green and yellow own the chest emblem and warm trim pixels. Dark stacks clear the shoes, right-wall rectangles, and late outline fragments. White and pale clean the small diagonal slash and lower-side highlight pockets. The board only clears when the last cape edge, remaining outer blue wall, and tiny dark shoe or wall accents disappear together.
Opening
The opener strongly favors the outer field. Red 14, red 45, cyan 54, blue 24, and blue 22 all sit in the row at frame one, so the safe opening is to let the cape and background wall move together. The green chest accent and tiny white slash do not belong in the first burst.
Danger Zone
Tiny center accents are the greed trap. If the green chest piece, yellow trim, or small white slash cleanup enters before the red cape and blue wall are already moving, ants park in inner pockets and block the same lane the huge outer field still needs. The second trap is delaying the dark shoes and right-wall rectangles too long.
Mechanics
Loaded-row hero routing with two huge competing masses: a broad blue wall and a red cape. Those outer families must open first, then the body accents, and only at the end the tiny shoes, wall rectangles, and slash marks.

Frequently Asked Questions

  • What should I tap first in Colony Flow Level 136?

    Start with the loaded red-and-blue outer-family opener. The cape and the background wall are the board's biggest masses, and they need the lane before the tiny center accents can safely enter.

  • Why does the small slash cleanup jam Colony Flow Level 136?

    Because those pale diagonal marks are tiny late pockets. If they enter before the big red-and-blue field is already shrinking, ants sit on those micro-cells and block the same hole the wall and cape still need.

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