Colony Flow! level guide

Colony Flow! Level 369 Walkthrough

hard 6 colors

Drain the armored cat's red 700 opener with yellow 24 and white 50, then follow the verified white, yellow, magenta, red and dark portrait waves.

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How to Solve Colony Flow! Level 369 — Full Solution

  1. Tap red 700, then yellow 24, then white 50; leave the remaining two holes empty while all three routes run.
  2. Wait as red passes 600, 500, 400, 300, 200 and 100; do not replace the yellow or white support when they return.
  3. At red zero, start white 40, white 45, yellow 12 and magenta 30 in that order.
  4. As those return, add magenta 36 and white 50, then use red 34 after one white stream clears.
  5. Route dark 14/40 beside white 20/45 through the arm outlines; keep dark 40 separate from dark 50.
  6. Clear armor with magenta 23/31/34 and body with white 48/30/24, using yellow 2 between long routes.
  7. Work red 34/27, white 45/30 and dark 44/30 through the ball, legs and hands.
  8. Finish with white 50/24, dark 40/20/35 and the last red 1, then wait for the clear.

Colors in this level:

Red, White, Pink, Magenta, Dark purple, Yellow

Common Mistakes to Avoid

  • Filling the tray with long reserve cards starves the red counter's short yellow and white support routes.
  • Stopping after the red panel disappears leaves the entire armored-cat portrait to clear.
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Quick Tips for Colony Flow! Level 369 (spoiler-free)

  • Keep two holes free early while the red counter is still above 100.
  • Alternate the red stream with yellow and white support rather than loading every large reserve card.
  • The head outline remains after the pink torso and white limbs clear.
Board notes 5 details
Layout
A white cat in pink armor stands against a red panel with yellow sparkles and dark outlines. The leading card is red 700 beside yellow 24 and white 50; red 34, white 40/45, yellow 2/12, magenta 30/36 and dark 30/40/50 wait below.
Goal
Reduce the huge red panel to zero, then remove the yellow sparkles, pink armor, white cat body and dark outline.
Opening
Tap red 700, yellow 24 and white 50 in that order, leaving two holes unused until red reaches zero.
Danger Zone
Loading red 34, white 40/50 and magenta 30/36 together during the long counter phase blocks the short yellow and white support cards.
Mechanics
A near-700 red endurance gate dominates the run before exposing repeated armor, body and outline waves.

Frequently Asked Questions

  • Why does the opening red route last so long?

    The opening card is red 700 and remains in the same hole until the entire background route reaches zero.

  • When should white 50 and dark 50 enter?

    Delay them until the red panel is gone and the armor/body lanes are exposed with spare holes.

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