Colony Flow! level guide

Colony Flow! Level 62 Walkthrough

medium 6 colors

Colony Flow Level 62 is a Garfield-cat board where the yellow body, black outline, white teeth, and pink tongue all share one route, so the yellow 15 and black 25 active-row openers have to clear before the pink 2 tongue wave is sent.

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How to Solve Colony Flow! Level 62 — Full Solution

  1. Tap the yellow 15 stack in the second cell of the 4-cell active row. Yellow ants walk the dirt path up to the bottom edge of the Garfield cat body, and the lowest body cells start clearing in the first beat. Wait for the first yellow ants to clear the dirt path before tapping the next stack. Do not tap the black 25, pink 2, blue 38, white 16, or any source row stack yet.
  2. Tap the black 25 stack in the third cell of the active row. Black ants walk the same dirt path and start clearing the thick black outline along the bottom edge of the cat. Yellow and black share the path, so leave one beat between them so the lowest body cells are mostly cleared before the outline starts clearing. Do not tap any source row stack yet.
  3. Tap the yellow 30 stack in the first cell of source row 1 as it rises into the empty white buffer pad in cell 1 of the active row, then the blue 38 in the second cell, then the yellow 30 in the third cell, then the green 28 in the fourth cell. Yellow ants flood the middle body cells, blue ants start clearing the blue grid accents, and green ants start clearing the TOP GAMMER text. Leave one beat between each wave so the body is at least half-cleared before the blue accents start clearing. Do not tap the blue 28, white 16, pink 2, or blue 24 stacks yet.
  4. Tap the blue 28 stack in the first cell of source row 2, then the white 16 in the second cell, then the yellow 30 in the fourth cell, as each one rises into the active row. Blue ants clear more grid accent cells, white ants start clearing the white teeth inside the open mouth, and yellow ants clear the upper head cells. Leave one beat between each wave so the outline is mostly cleared before the teeth start clearing. Do not tap the pink 2 yet.
  5. Tap the pink 2 stack in the third cell of source row 2 as it rises into the active row. Pink ants walk the dirt path and start clearing the pink tongue and mouth interior cells. White and pink share the path, so leave one beat between the white wave and the pink wave so the teeth are mostly cleared before the tongue starts clearing. Do not tap the blue 24 stacks yet.
  6. Tap the blue 24 stack in the first cell of source row 3, then the blue 24 in the second cell, then the yellow 30 in the third cell, then the green 28 in the fourth cell, as each one rises into the active row. Blue ants clear the last grid accent cells, yellow ants clear the last head and body cells, and green ants clear the last TOP GAMMER text cells. Leave one beat between each wave.
  7. Tap the late small yellow, black, blue, white, pink, and green refill waves as they rise into the empty white buffer pads in the active row. Each refill clears the next body cell, outline cell, tooth cell, or tongue cell. Leave one beat between each refill so the small cleanup ants do not stall on the remaining mouth cells.
  8. Finish by draining the last small yellow, black, blue, white, and pink cleanup refills into whichever empty white buffer pad is open. The board clears once the last matching cube is routed off and the level banner appears.

Colors in this level:

Yellow, Black, Blue, White, Pink, Green

Common Mistakes to Avoid

  • Firing the pink 2 stack in source row 2 column 3 before the yellow 15, black 25, and yellow 30 opener waves have cleared the perimeter of the Garfield cat, which sends pink ants across the body that yellow still has to clear and stalls them on the remaining tongue cells, blocking the late pink refills that need to clear the mouth interior.
  • Tapping the blue 38 stack in source row 1 column 2 while yellow ants are still walking the dirt path up to the yellow body, which strands blue ants on the remaining blue grid accent cells and blocks the blue 28 and blue 24 stacks in source rows 2 and 3 that need to clear the rest of the grid accents.
  • Letting the white 16 stack in source row 2 column 2 rise into the active row before the black outline is at least half-cleared, which strands white ants on the remaining teeth cells and blocks the late white refills that need to clear the open mouth.
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Quick Tips for Colony Flow! Level 62 (spoiler-free)

  • Tap the yellow 15 and black 25 in that order from the active row before you touch the yellow 30 in source row 1, the blue 38, the white 16, or the pink 2. The yellow body and the black outline are the two highest-traffic color regions on the Garfield cat, and they have to clear together before the blue grid accents, the white teeth, or the pink tongue is allowed onto the dirt path.
  • Treat the active row as the opener queue and the 3-row, 4-column source grid as the supply. The active row has two empty white buffer pads at the start, so drain the yellow 15 and black 25 first, then walk source row 1 left to right, then source row 2 left to right but hold the pink 2 until the white 16 wave has cleared, then drain source row 3 left to right.
  • Save the empty white buffer pads for the late cleanup refills. The video shows those pads being filled with rising small yellow, black, blue, white, and pink refills in quick succession. Filling a buffer pad with a pink 2 or blue 38 source click strands the refill waves and leaves the white teeth, the pink tongue, and the last yellow head cells empty.
Board notes 5 details
Layout
The board opens in portrait view. The top half of the screen holds a pixel-art Garfield-style yellow cat on a light-blue grid: a chunky yellow head and body with thick black outlines, grumpy black eyebrows and squinted eyes, a downturned black mouth, three whiskers on each side, a brown nose area stamped with white 77 digits, and green TOP GAMMER text running down the left side of the grid. Below the dirt strip the working area is a 4-cell top active row plus a 3-row, 4-column source grid. The 4-cell top active row opens as empty white buffer pad, yellow 15, black 25, empty white buffer pad. Source row 1 reads yellow 30, blue 38, yellow 30, green 28. Source row 2 reads blue 28, white 16, pink 2, yellow 30. Source row 3 reads blue 24, blue 24, yellow 30, green 28.
Goal
Yellow cubes from the yellow 15 in the active row, the yellow 30 stacks in source rows 1 and 2, the yellow 30 in source row 3, and the late yellow refills must clear the wide yellow head and rounded body. Black cubes from the black 25 in the active row plus the late black refills must clear the thick black outline wrapping the cat silhouette and clear the black eyebrow, eye, and mouth cells. Blue cubes from the blue 38 in source row 1, the blue 28 and blue 24 stacks in source rows 2 and 3, and the late blue refills must clear the small blue grid accent cells around the cat. White cubes from the white 16 in source row 2 plus the late white refills must clear the white teeth cells inside the open mouth. Pink cubes from the pink 2 in source row 2 plus the late pink refills must clear the pink tongue and mouth interior. Green cubes from the green 28 stacks in source rows 1 and 3 plus the late green refills must clear the green TOP GAMMER text cells.
Opening
The video opens on the yellow 15 stack in the second cell of the 4-cell active row. Yellow 15 is the smallest numbered stack in the active row and the bottom edge of the yellow cat body is the first color region the ant trail reaches from the ant hole, so opening with yellow 15 dispatches yellow ants up the dirt path in the first beat and the lowest body cells start clearing immediately. The second confirmed tap is the black 25 stack in the third cell of the active row, which sends black ants up the same dirt path and starts clearing the dark outline along the bottom edge of the cat. The third confirmed tap is the yellow 30 stack in the first cell of source row 1 as it rises into the empty white buffer pad in cell 1 of the active row, which floods the middle yellow body cells. The pink 2 in source row 2 column 3 is held for one beat so the yellow 15, black 25, and first yellow 30 waves can clear the perimeter of the cat before the pink tongue accents are touched. The blue 38, blue 28, white 16, blue 24, and green 28 source stacks are all held for one beat so the active row opener waves can clear the perimeter first.
Danger Zone
Most failed runs start at the pink 2 stack in the third cell of source row 2. The pink tongue and mouth interior are the smallest color region in the art besides the white teeth, and if the player taps the pink 2 before the yellow 15, black 25, and yellow 30 opener waves have at least started clearing the yellow body and the black outline, pink ants cross the body that yellow still has to clear and stall on the remaining tongue cells, blocking the late pink refills that need to clear the mouth interior. The other trap is firing the blue 38 stack in source row 1 column 2 while yellow ants are still walking the dirt path up to the yellow body, because blue ants share the same dirt path as yellow ants and a premature blue click strands blue ants on the remaining blue grid accent cells and blocks the blue 28 and blue 24 stacks in source rows 2 and 3 that need to clear the rest of the grid accents. Tapping the white 16 in source row 2 column 2 before the black outline is at least half-cleared is also bad, because white ants stall on the remaining teeth cells and block the late white refills that need to clear the open mouth.
Mechanics
Level 62 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a Garfield-cat-on-blue-grid scene. The 4-cell top active row plus the 3-row, 4-column source grid makes this a 16-stack working area with exactly two empty white buffer pads, so the player can stage only one rising refill at a time on each side. The Garfield cat pixel art has six main color families (yellow head and body, black outline and facial features, blue grid accents, white teeth, pink tongue, green TOP GAMMER text) plus the late refill waves, and the player has to keep all of those routes staged at once. The two empty white buffer pads are the only true staging space here, so the last small yellow, black, blue, white, pink, and green refill waves still need a clean delivery after the bottom of the source grid looks clear. Compared to Level 46's Cinnamoroll puppy board, this Garfield scene has a much smaller active row opener and adds a pink 2 tongue accent that forces the player to drain the yellow body flood before any pink mouth detail is allowed onto the dirt path.

Frequently Asked Questions

  • How do I start Colony Flow Level 62 without clogging the trail?

    The clean opening is the yellow 15 stack in the second cell of the 4-cell active row, then the black 25 stack in the third cell, then the yellow 30 in source row 1 column 1. This dispatches yellow and black ants up the dirt path in the first two beats and starts clearing the yellow body and the black outline together before the blue 38, the white 16, or the pink 2 source waves are allowed onto the dirt path. Tap the blue 38 and the rest of source row 1 only after the two active row waves have cleared, and hold the pink 2 until the white 16 wave has cleared.

  • Why does the pink 2 stack jam the route in Colony Flow Level 62?

    The pink 2 stack in source row 2 column 3 is the only stack on the board that can clear the pink tongue and mouth interior cells, and those pink cells only clear cleanly while the yellow 15, black 25, and yellow 30 waves are still clearing the yellow body and the black outline. If pink ants are sent before those three opener waves have at least started their color regions, they stall on the remaining tongue cells, the late pink refill waves waiting in the active queue cannot reach the rest of the mouth interior, and the white teeth never get their final pink cleanup wave. Hold the pink 2 until the yellow body and the black outline have both started clearing.

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