Colony Flow! level guide

Colony Flow! Level 418 Walkthrough

hard 6 colors

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

  1. Launch red 7, red 9, red 10 and red 16 so the red field begins releasing around the 260 gate.
  2. Reuse the first returned red holes for red 55 and red 50, keeping the yellow key and one spare hole untouched.
  3. Route white 19, dark 50 and green 5 as the gate moves toward 100, then use white 20 to open the next character section.
  4. At the 100-to-51 transition, clear red 45/44 and yellow 5 before pairing another dark 50 with red 55.
  5. Use red 25/27/28/34 and dark 45 while the red background recedes from the figure's head and craft.
  6. 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.
  7. Clear brown 51 and yellow 45/44 as the gate reaches its final double digits; keep the key lane free for the last release.
  8. 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.
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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.

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