Colony Flow! level guide
Colony Flow! Level 418 Walkthrough
Use the red 7/9/10/16 opener to cross the 260, 100 and 51 gate phases before clearing the yellow craft and white-headed figure.
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How to Solve Colony Flow! Level 418 — Full Solution
- Launch red 7, red 9, red 10 and red 16 so the red field begins releasing around the 260 gate.
- Reuse the first returned red holes for red 55 and red 50, keeping the yellow key and one spare hole untouched.
- Route white 19, dark 50 and green 5 as the gate moves toward 100, then use white 20 to open the next character section.
- At the 100-to-51 transition, clear red 45/44 and yellow 5 before pairing another dark 50 with red 55.
- Use red 25/27/28/34 and dark 45 while the red background recedes from the figure's head and craft.
- When the figure, hood and yellow craft separate, route dark 17, dark 3, red 28 and red 5 instead of taking another long red card.
- Clear brown 51 and yellow 45/44 as the gate reaches its final double digits; keep the key lane free for the last release.
- Finish red 24, white 7, dark 22, brown 23 and red 55, then wait for the clear animation.
Colors in this level:
Red, Dark purple, White, Green, Yellow, Brown
Common Mistakes to Avoid
- Starting both dark 50 routes before the first key release consumes the holes needed by green 5 and white 20.
- Treating the 100 or 51 counter as a board clear leaves the yellow craft and final brown fragments untouched.
Quick Tips for Colony Flow! Level 418 (spoiler-free)
- Clear the short red row before spending every hole on 50/55 cards.
- Keep the yellow key lane and one spare hole open through the 100-to-51 transition.
- Use the short brown/yellow endgame cards before reopening the final red 55 route.
Board notes 5 details
- Layout
- A white-headed figure sits in a yellow flying-saucer-like shape against a red field, outlined in dark purple with a green accent. A brown gate starts at 260; the queue shows red 7/9/10/16, white 19, dark 50, a yellow key, dark 50, red 55, green 5 and white 20.
- Goal
- Drain the 260 gate through its 100 and 51 checkpoints, remove the red background and yellow craft, then clear the final dark cap and brown/yellow fragments.
- Opening
- Launch red 7, 9, 10 and 16 to start the red-field release, then reuse the returning red holes for the first 55/50 wave while preserving the yellow key lane.
- Danger Zone
- The repeated red 50/55 cards surround a yellow key and a dark 50 route; taking both long dark cards before green 5 and white 20 surface can trap the next checkpoint.
- Mechanics
- A staged-gate board whose 260, 100 and 51 counters divide the run into red-field, yellow-craft and final brown-fragment phases.
Frequently Asked Questions
Why are there three gate phases on Level 418?
The 260 gate falls into a 100 phase and then a 51 phase; each checkpoint exposes a different part of the craft and changes which short cards can safely be used.
When should I use the yellow key lane?
Keep it available while the red 50/55 waves are active, then use it during the final 51 release after the short red and green cards have opened space.