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Colony Flow! level guide

Colony Flow! Level 33 Walkthrough

medium 4 colors

Colony Flow Level 33 is a 5-cell top row plus 3-col, 4-row source grid hammer board where a chunky red rectangular head with two dark red accent stripes, a yellow handle pointing down toward the lower right, and a thin dark gray outline wrapping the silhouette all share the same single ant hole.

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Board Notes

Layout
The board opens in portrait view. The top half of the screen holds a pixel-art hammer: a chunky red rectangular head with two dark red accent stripes wrapping the head, a yellow handle pointing down toward the lower right, a small dark gray nail-pull tab at the very top of the head, and a thin dark gray outline wrapping the whole silhouette, all sitting on a soft white/gray background that fills the rest of the art frame. Below the dirt strip the working area is a 5-cell top row plus a 3-column, 4-row source grid underneath. The 5-cell top row opens as gray 12, gray 32, yellow 15, empty white buffer, empty white buffer. The first source row reads red 20, yellow 10, red 40. The second source row reads red 20, red 35, red 35. The third source row reads gray 14, red 35, red 40. The fourth source row reads red 35, red 35, red 29 (with a small red 23 refill sitting just below the source grid).
Goal
Red cubes from the red 35 stacks in source rows 2-4 plus the red 40 stacks in source rows 1 and 3 and the red 20 stacks in source rows 1-2 must be carried up the dirt path to drain the large red rectangular head of the hammer. Dark red cubes from the small dark red refills (the 18 that rises from the source, the late 18, 20, 9, 5, 4, 3, 2, 1 refills) must drain the two dark red accent stripes wrapping the head. Yellow cubes from the yellow 15 in the top row plus the yellow 10 in source row 1 must drain the yellow handle. Gray cubes from the gray 12 and gray 32 in the top row plus the gray 14 in source row 3 and the late 16, 11, 6, 8, 2, 1 refills must drain the thin dark gray outline wrapping the silhouette and the soft white/gray background cells.
Opening
The first clean move is the gray 12 stack at the far left of the 5-cell top row. Gray 12 is the smallest numbered gray stack in the active queue and the dark gray outline wrapping the hammer is the highest feature of the pixel art, so opening with gray 12 dispatches a gray ant up the dirt path and the outline cells closest to the ant hole start draining in the first beat. The second confirmed tap is the gray 32 stack in the second cell of the top row, which sends a second gray ant up the same dirt path and starts draining the soft white/gray background cells around the head. The third confirmed tap is the yellow 15 stack in the third cell of the top row, which sends a yellow ant up the dirt path and starts draining the yellow handle of the hammer. The two empty white buffer slots in the top row (cells 4 and 5) are kept open so the rising dark red 18, dark red 20, yellow 9, gray 16, and dark red 6 refills can land cleanly as the source rows drain. The red 20, yellow 10, red 40, red 20, red 35, red 35, gray 14, red 35, red 40, red 35, red 35, and red 29 source stacks are all held for one beat so the gray and yellow waves can clear the outline and the handle before any red head color is sent up the trail.
Danger Zone
The route most often collapses around the two empty white buffer slots in the top row (cells 4 and 5 of the 5-cell top row). The video shows those two slots being filled with rising refills in quick succession (gray 16, dark red 20, dark red 9, yellow 9, dark red 6), and if the player taps those rising refills before the gray 12 plus gray 32 plus yellow 15 waves have drained the outline and the handle, red and dark red ants get stranded behind active gray and yellow ants on the dirt path and the red head plus the dark red accent stripes never drain. The other trap is firing the red 40 stack in source row 1 while gray ants are still walking the dirt path up to the outline, because red ants use the same dirt path as gray ants and a premature red click strands red ants on the still-empty red head cells and blocks the red 35, red 35, red 35, red 40, red 35, red 35, and red 29 refills behind it. Tapping the red 20 stack in source row 2 before the outline is at least half-drained is also bad, because red ants cross the red head cells that the larger 35, 40, and 29 stacks still have to fill and stall on the still-empty accent stripe cells. Letting the dark red 18 refill rise into the top row before the gray 12 wave is fully drained strands dark red ants on the still-empty accent stripe cells and blocks the late dark red 20, 9, 5, 4, 3, 2, and 1 refills that need to reach the remaining accent stripe cells.
Mechanics
Level 33 is a multi-stack color-routing board combined with a pixel-art deconstruction goal and a single ant hole, with a hammer scene that uses four main color families (gray outline, yellow handle, red head, dark red accent stripes) on a 5-cell top row plus 3-col, 4-row source grid. The 5-cell top row plus 3-col, 4-row source grid underneath makes this a tall 17-stack working area with two empty white buffer slots, so almost every tap immediately changes a route. The hammer pixel art has four main color families (red head, dark red accent stripes, yellow handle, gray outline) plus the soft white/gray background and the late refill waves, and the player has to keep all of those routes staged at once. The 5-cell top row is the active queue that pre-holds the gray 12, the gray 32, and the yellow 15 from the start, and the 3-col, 4-row source grid underneath it acts as the supply that refills the active row as stacks are sent. The two empty white buffer slots are the only real staging space here, so the very last small red refill, the last small dark red refill, and the last small gray refill still need a clean delivery after the bottom of the grid looks clear. Compared to Level 31's X-shaped celtic-cross board and Level 35's garlic-bulb board, the hammer scene is narrower but has a much larger red head region, and the red-on-gray outline contrast forces the player to keep the empty buffer slots open for the late red refill waves instead of using them as active stack spaces.

Quick Tips for Colony Flow! Level 33 (spoiler-free)

  • Tap the gray 12, gray 32, and yellow 15 in that order from the top row before you touch any other color. The dark gray outline, the soft white/gray background, and the yellow handle are the three highest features of the hammer, and they have to drain together before any red head or dark red accent stripe color is allowed onto the dirt path.
  • Keep the two empty white buffer slots in the top row open for the rising dark red 18, dark red 20, dark red 9, yellow 9, and dark red 6 refills. The video shows those slots being filled with refills in quick succession, and filling them with a red 20, red 40, or dark red 18 click strands the refill waves and leaves the red head and the dark red accent stripes half-empty even when the source grid looks clear.
  • Save the red 35, red 40, red 29, and the late dark red 2, 1, 3, 4, 5, 9, 20 refill waves for the mid-to-late game. They are the head and accent stripe colors, and the win cue is the empty art canvas, not an empty play area, so the last small red refill and the last small dark red refill still need a clean delivery after the bottom of the grid looks clear.

How to Solve Colony Flow! Level 33 — Full Solution

  1. Tap the gray 12 stack at the far left of the 5-cell top row. Gray ants walk the dirt path up to the thin dark gray outline wrapping the hammer silhouette, and the outline cells closest to the ant hole start draining in the first beat. Wait for the first gray ants to clear the bottom edge of the art before tapping the next stack. Keep the two empty white buffer slots in the top row untouched so the late red, dark red, and gray refills can land there.
  2. Tap the gray 32 stack in the second cell of the top row. Gray ants walk the same dirt path and start draining the soft white/gray background cells around the head. Gray and gray share the path, so leave one beat between them so the outline cells closest to the ant hole are mostly drained before the background cells start clearing.
  3. Tap the yellow 15 stack in the third cell of the top row. Yellow ants walk the dirt path and start draining the yellow handle of the hammer. Gray and yellow share the path, so leave one beat between the yellow wave and the next gray refill that rises into the active queue.
  4. Wait for the gray 12, gray 32, and yellow 15 ant waves to clear the dirt path between the ant hole and the bottom edge of the art. Let the dark red 18 rise from the source grid into the fourth cell of the top row, then tap it to send a dark red ant up the dirt path and start draining the first dark red accent stripe on the red head. Do not tap the red 20, red 40, yellow 10, red 35, red 35, red 35, red 14, red 35, red 40, red 35, red 35, or red 29 source stacks yet.
  5. Tap the dark red 20 refill that has now risen into the top row, then the dark red 9 refill, then the dark red 6 refill. Dark red ants walk the dirt path and keep draining the two dark red accent stripes wrapping the red head. Dark red and yellow share the path, so leave one beat between the dark red wave and the next yellow refill.
  6. Tap the yellow 10 stack in source row 1, second cell, as it rises into the active row. Yellow ants walk the dirt path and finish draining the yellow handle of the hammer. Yellow and dark red share the path, so leave one beat between the yellow wave and the next dark red refill.
  7. Tap the red 20 stack in source row 1, first cell, then the red 40 stack in source row 1, third cell, then the red 20 in source row 2, first cell, then the red 35 stacks in source row 2, second and third cells, as they rise into the active row. Red ants walk the dirt path and start draining the chunky red rectangular head of the hammer. Red and dark red share the path, so leave one beat between the red wave and the next dark red refill.
  8. Finish by tapping the gray 14 in source row 3, the red 35 in source row 3, the red 40 in source row 3, the red 35, red 35, and red 29 stacks in source row 4, plus the late red 35, red 36, red 22, red 24, red 33, red 30, red 11, red 8, red 10, red 23, red 1, and dark red 2, 1 refill waves that rise into the two empty white buffer slots. Red ants close the last red head cells, dark red ants close the last accent stripe cells, and gray ants close the last outline and background cells. The hammer silhouette is fully cleared once the last cube is delivered into its matching cell and the level banner appears.

Colors in this level:

Red, Dark-red, Yellow, Gray

Common Mistakes to Avoid

  • Filling the two empty white buffer slots in the top row with a red 20, red 40, or dark red 18 click before the gray 12, gray 32, and yellow 15 waves have drained the outline and the handle, which strands red and dark red ants behind active gray and yellow ants on the dirt path and leaves the red head and the dark red accent stripes half-empty.
  • Firing the red 40 stack in source row 1 while gray ants are still walking the dirt path up to the outline, which strands red ants on the still-empty red head cells and blocks the red 35, red 35, red 35, red 40, red 35, red 35, and red 29 refills behind it.
  • Tapping the red 20 stack in source row 2 before the outline is at least half-drained, which sends red ants across the red head cells that the larger 35, 40, and 29 stacks still have to fill and stalls them on the still-empty accent stripe cells.

Frequently Asked Questions

  • Which stack should I lead with in Colony Flow Level 33?

    Lead with the gray 12 stack at the far left of the 5-cell top row, then the gray 32 right next to it, and then the yellow 15 in the third cell of the top row. This drains the thin dark gray outline, the soft white/gray background, and the yellow handle together before any red head or dark red accent stripe color is allowed onto the dirt path. Tap the red 20, red 40, yellow 10, red 20, red 35, red 35, gray 14, red 35, red 40, red 35, red 35, or red 29 source stacks only after the gray and yellow waves have drained the outline and the handle.

  • Why should I hold the red 40 stack in Colony Flow Level 33?

    The red 40 stack in source row 1 uses the same dirt path as the gray 12 stack in the top row, and the chunky red rectangular head only sits in cells that are still open while the gray outline is draining. If red ants are sent before the outline is at least half-drained, they stall on the still-empty red head cells, the red 35, red 35, red 35, red 40, red 35, red 35, and red 29 refills that are waiting in source rows 2-4 cannot rise, and the late dark red 18, 20, 9, 5, 4, 3, 2, and 1 refills that have to reach the accent stripes get stranded behind active red and gray ants on the dirt path. Tap red 40 only after the gray 12 plus gray 32 plus yellow 15 waves have drained the outline and the handle.

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