Colony Flow! level guide
Colony Flow! Level 64 Walkthrough
Colony Flow Level 64 is a yellow-rabbit board where the yellow body, pink nose, green grass, and black pupil all share one route, so the tiny yellow 7 opener has to clear before the black 2 eye wave is sent.
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How to Solve Colony Flow! Level 64 — Full Solution
- Tap the yellow 7 stack in the third cell of the 5-cell active row. Yellow ants walk the dirt path up to the bottom edge of the yellow rabbit 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 yellow 12, yellow 35, yellow 36, yellow 33, pink 34, or black 2 yet.
- Tap the yellow 12 stack in the fourth cell of the active row. Yellow ants walk the same dirt path and continue clearing the bottom body cells. Leave one beat between the two small yellow waves so the lowest body cells are mostly cleared before the next body cells start clearing. Do not tap the yellow 35, yellow 36, yellow 33, or any source row stack yet.
- Tap the yellow 35 stack in the first cell of the active row. Yellow ants walk the dirt path and start clearing the left side of the rabbit head. Leave one beat between the yellow 12 wave and the yellow 35 wave so the bottom body is at least half-cleared before the head starts clearing. Do not tap the yellow 36, yellow 33, or any source row stack yet.
- Tap the yellow 36 stack in the second cell of the active row, then the yellow 33 stack in the fifth cell of the active row. Yellow ants clear the middle head cells and the right side of the body. Leave one beat between each wave so the left head is mostly cleared before the right body starts clearing. Do not tap any source row stack yet.
- Tap the pink 34 stack in the first cell of source row 1 as it rises into the active row, then the pink 35 in the second cell, then the pink 35 in the third cell, then the yellow 40 in the fourth cell. Pink ants start clearing the pink nose and tongue cells, and yellow ants clear the last body cells. Leave one beat between each wave so the yellow body is at least half-cleared before the pink nose starts clearing. Do not tap the black 2 or green 40 yet.
- Tap the yellow 35 stack in the first cell of source row 2, then the yellow 40 in the second cell, then the black 2 in the third cell, then the yellow 40 in the fourth cell. Yellow ants clear the last head cells, black ants clear the black pupil inside the white eye, and yellow ants finish the body. Leave one beat between each wave so the head is mostly cleared before the black pupil starts clearing. Do not tap the green 40 yet.
- Tap the green 40 stack in the first cell of source row 3, then the pink 35 in the second cell, then the yellow 40 in the third cell, then the pink 40 in the fourth cell, as each one rises into the active row. Green ants clear the grass strip, pink ants clear the last nose and tongue cells, and yellow ants clear the last body cells. Leave one beat between each wave so the body is mostly cleared before the grass starts clearing.
- Tap the late pink, brown, green, black, and white refill waves as they rise into the empty white buffer pad that surfaces in the active row. Brown ants clear the inner-ear shading and the two brown 67 blocks on the grass, white ants clear the white eye cell, and the last pink and yellow cleanup refills finish the rabbit silhouette. The board clears once the last matching cube is routed off and the level banner appears.
Colors in this level:
Yellow, Pink, Brown, Green, Black, White
Common Mistakes to Avoid
- Firing the black 2 stack in source row 2 column 3 before the yellow 7, yellow 12, yellow 35, yellow 36, and yellow 33 active row waves have cleared the perimeter of the yellow rabbit, which sends black ants across the head that yellow still has to clear and stalls them on the remaining pupil cell, blocking the late black refills that need to clear the eye.
- Tapping the pink 34 stack in source row 1 column 1 while yellow ants are still walking the dirt path up to the yellow body, which strands pink ants on the remaining nose and tongue cells and blocks the pink 35 stacks in source rows 1 and 3 that need to clear the rest of the pink accents.
- Letting the green 40 stack in source row 3 column 1 rise into the active row before the yellow body is at least half-cleared, which strands green ants on the remaining grass cells and blocks the late green refill waves that need to clear the grass strip and the brown 67 blocks.
Quick Tips for Colony Flow! Level 64 (spoiler-free)
- Tap the yellow 7, yellow 12, yellow 35, yellow 36, and yellow 33 in that order from the active row before you touch the pink 34 in source row 1 or the black 2 in source row 2. The yellow body is the largest color region on the rabbit, and it has to clear before the pink nose, the black pupil, or the green grass 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 no empty white buffer slots at the start, so drain the yellow 7 and yellow 12 small openers first, then the yellow 35 head flood, then the yellow 36 and yellow 33 body floods, and only then walk source rows 1, 2, and 3 left to right.
- Save the black 2 stack in source row 2 column 3 and the pink 34 stack in source row 1 column 1 for the mid-game. The black pupil and the pink nose are two of the smallest color regions in the art, and a premature black or pink click strands those ants on the remaining eye or nose cells and blocks the late refill waves that have to rise into the empty white buffer pad.
Board notes 5 details
- Layout
- The board opens in portrait view. The top half of the screen holds a pixel-art yellow rabbit on a pink grid: a chunky yellow head and body with brown inner-ear shading, a white eye with a black pupil, a small pink nose and tongue, a green grass strip along the bottom of the art, two brown rectangular blocks each stamped with white 67 digits sitting on the grass, and green TOP GAMMER text running down the left side of the grid. Below the dirt strip the working area is a 5-cell top active row plus a 3-row, 4-column source grid. The 5-cell top active row opens as yellow 35, yellow 36, yellow 7, yellow 12, yellow 33 with no empty white buffer pad at the start. Source row 1 reads pink 34, pink 35, pink 35, yellow 40. Source row 2 reads yellow 35, yellow 40, black 2, yellow 40. Source row 3 reads green 40, pink 35, yellow 40, pink 40, with the fourth cell of source row 3 still hidden by the dirt strip.
- Goal
- Yellow cubes from the five yellow 35, 36, 7, 12, and 33 active row stacks, the yellow 40 stacks in source rows 1, 2, and 3, and the late yellow refills must clear the wide yellow head and rounded body of the rabbit. Pink cubes from the pink 34, pink 35, pink 35, pink 35, and pink 40 stacks in the source grid plus the late pink refills must clear the pink nose, tongue, and the pink ant-trail accent cells around the frame. Brown cubes from the late brown refills must clear the brown inner-ear shading and the two brown 67 blocks on the grass. Green cubes from the green 40 in source row 3 plus the late green refills must clear the green grass strip along the bottom of the art. Black cubes from the black 2 in source row 2 plus the late black refills must clear the black pupil inside the white eye. White cubes from the late white refills must clear the white eye cell.
- Opening
- The video opens on the yellow 7 stack in the third cell of the 5-cell active row. Yellow 7 is the smallest numbered stack in the active row and the bottom edge of the yellow rabbit body is the first color region the ant trail reaches from the ant hole, so opening with yellow 7 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 yellow 12 stack in the fourth cell of the active row, which sends another yellow wave up the same dirt path and continues clearing the bottom body cells. The third confirmed tap is the yellow 35 stack in the first cell of the active row, which sends a larger yellow flood up the dirt path and starts clearing the left side of the rabbit head. The yellow 36 in the second cell and the yellow 33 in the fifth cell are held for one beat so the three small yellow opener waves can clear the bottom edge of the rabbit before the heavier yellow floods arrive. The pink 34, black 2, and green 40 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 black 2 stack in the third cell of source row 2. The black pupil inside the white eye is the smallest color region in the art, and if the player taps the black 2 before the yellow 7, yellow 12, yellow 35, yellow 36, and yellow 33 active row waves have at least started clearing the yellow body, black ants cross the head that yellow still has to clear and stall on the remaining pupil cell, blocking the late black refills that need to clear the eye. The other trap is firing the pink 34 stack in source row 1 column 1 while yellow ants are still walking the dirt path up to the yellow body, because pink ants share the same dirt path as yellow ants and a premature pink click strands pink ants on the remaining nose and tongue cells and blocks the pink 35 stacks in source rows 1 and 3 that need to clear the rest of the pink accents. Tapping the green 40 in source row 3 column 1 before the yellow body is at least half-cleared is also bad, because green ants stall on the remaining grass cells and block the late green refill waves that need to clear the grass strip.
- Mechanics
- Level 64 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a yellow-rabbit-on-pink-grid scene. The 5-cell top active row plus the 3-row, 4-column source grid makes this a tall 16-stack working area with no empty white buffer pad at the start, so the player has to drain an active row cell before any source refill can rise. The yellow rabbit pixel art has six main color families (yellow head and body, pink nose and tongue, brown inner ears and 67 blocks, green grass, black pupil, white eye) plus the late refill waves, and the player has to keep all of those routes staged at once. An empty white buffer pad surfaces in the active row after the first three yellow stacks drain, so the last small pink, brown, green, black, and white 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 rabbit scene opens with five all-yellow active row stacks and forces the player to tap the smallest yellow 7 first instead of draining left to right across the whole active row.
Frequently Asked Questions
Which stack should I lead with in Colony Flow Level 64?
Lead with the yellow 7 stack in the third cell of the 5-cell active row, then the yellow 12 in the fourth cell, then the yellow 35 in the first cell, then the yellow 36 in the second cell, then the yellow 33 in the fifth cell. This dispatches the yellow ants up the dirt path starting from the smallest stack and clears the bottom body and the head together before the pink 34 in source row 1 or the black 2 in source row 2 is allowed onto the dirt path. Tap the pink 34 and the rest of source row 1 only after the five active row waves have cleared.
Why should I hold the black 2 stack in Colony Flow Level 64?
The black 2 stack in source row 2 column 3 is the only stack on the board that can clear the black pupil inside the white eye of the yellow rabbit, and the pupil is the smallest color region in the picture. Black ants use the same dirt path as the five yellow active row waves, so a premature black click sends black ants across the head that yellow still has to clear, they stall on the remaining pupil cell, and the late black refill waves waiting in the active queue cannot reach the eye. Tap the black 2 only after all five active row yellow waves have started clearing the body.