Colony Flow! level guide
Colony Flow! Level 66 Walkthrough
Colony Flow Level 66 is a white-teddy-bear board where the red foot accents, green grid, yellow shirt, and white body all share one route, so the tiny red 2 opener has to clear before the dark purple 32 shadow wave is sent.
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How to Solve Colony Flow! Level 66 — Full Solution
- Tap the red 2 stack at the far left of the 5-cell active row. Red ants walk the dirt path up to the small red accent cells along the bear's feet, and the lowest red cells start clearing in the first beat. Wait for the first red ants to clear the dirt path before tapping the next stack. Do not tap the green 15, blue 19, dark purple 32, green 35, or any source row stack yet.
- Tap the green 15 stack in the second cell of the active row. Green ants walk the same dirt path and start clearing the green grid background cells along the bottom edge of the bear. Red and green share the path, so leave one beat between them so the red accents are mostly cleared before the green grid starts clearing. Do not tap the blue 19, dark purple 32, green 35, or any source row stack yet.
- Tap the blue 19 stack in the third cell of the active row. Blue ants walk the dirt path and start clearing the small blue accent cells around the bear. Green and blue share the path, so leave one beat between the green wave and the blue wave so the green grid is at least half-cleared before the blue accents start clearing. Do not tap the dark purple 32, green 35, or any source row stack yet.
- Tap the dark purple 32 stack in the fourth cell of the active row, then the green 35 stack in the fifth cell of the active row. Dark-purple ants clear the shadow cells under the bear's arms, and green ants flood the rest of the green grid background. Leave one beat between each wave so the blue accents are mostly cleared before the shadows start clearing. Do not tap any source row stack yet.
- Tap the gray 30 stack in the first cell of source row 1 as it rises into the active row, then the yellow 30 in the second cell, then the light blue 25 in the third cell, then the green 32 in the fourth cell. Gray ants start tracing the outline, yellow ants clear the yellow shirt stripe, light-blue ants clear more accent cells, and green ants clear the last grid cells. Leave one beat between each wave so the green grid is at least half-cleared before the yellow shirt starts clearing. Do not tap source row 2 yet.
- Tap the gray 35 stack in the first cell of source row 2, then the yellow 35 in the second cell, then the green 30 in the third cell, as each one rises into the active row. Gray ants clear the rest of the outline, yellow ants clear the yellow paw accents, and green ants finish the grid background. Leave one beat between each wave so the shirt is mostly cleared before the paw accents start clearing.
- Tap the late white, yellow, gray, black, and red refill waves as they rise into the empty white buffer pad that surfaces in the fifth cell of the active row. White ants flood the head and body, black ants clear the dot eyes and smiling mouth, and the last yellow and gray cleanup refills finish the shirt and outline. Leave one beat between each refill so the small cleanup ants do not stall on the remaining body cells.
- Finish by draining the last small white, black, yellow, and gray cleanup refills into the empty white buffer pad. The board clears once the last matching cube is routed off and the level banner appears.
Colors in this level:
Red, Green, Blue, Dark-purple, Yellow, Gray, White, Black
Common Mistakes to Avoid
- Firing the dark purple 32 stack in the fourth cell of the active row before the red 2, green 15, and blue 19 waves have cleared the bottom edge of the teddy bear, which sends dark-purple ants across the white body that the late white refills still have to clear and stalls them on the remaining shadow cells, blocking the late white refill waves that need to flood the head and arms.
- Tapping the yellow 30 stack in source row 1 column 2 while green ants are still walking the dirt path up to the green grid background, which strands yellow ants on the remaining yellow shirt cells and blocks the yellow 35 in source row 2 that needs to clear the rest of the shirt stripe and the paw accents.
- Letting the gray 30 stack in source row 1 column 1 rise into the active row before the red 2 wave has cleared the foot accents, which strands gray ants on the remaining outline cells and blocks the gray 35 in source row 2 that needs to clear the rest of the bear silhouette.
Quick Tips for Colony Flow! Level 66 (spoiler-free)
- Tap the red 2, green 15, and blue 19 in that order from the active row before you touch the dark purple 32, the green 35, or any source row stack. The red foot accents and the green grid background are the two highest-traffic color regions on the teddy bear, and they have to clear together before the dark arm shadows, the yellow shirt, or the gray outline 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 red 2, green 15, and blue 19 openers first, then the dark purple 32 and green 35 floods, and only then walk source rows 1 and 2 left to right.
- Save the empty white buffer pad in the fifth cell of the active row for the late white and black cleanup refills. The video shows that pad being filled with rising small white, black, yellow, and gray refills in quick succession. Filling it with a yellow 30 or gray 30 source click strands the refill waves and leaves the white body, the black eyes, and the yellow 56 shirt stripe empty.
Board notes 5 details
- Layout
- The board opens in portrait view. The top half of the screen holds a pixel-art white teddy bear on a green grid: a round white head and body with black dot eyes and a smiling mouth, a yellow shirt with a white 56 stripe across the chest, raised white arms with yellow paw accents, and green THE GAMER 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 red 2, green 15, blue 19, dark purple 32, green 35 with no empty white buffer pad at the start. Source row 1 reads gray 30, yellow 30, light blue 25, green 32. Source row 2 reads gray 35, yellow 35, green 30, with additional cells still hidden by the dirt strip.
- Goal
- White cubes from the late white refills that rise into the active row must clear the wide white head, body, and arm cells. Yellow cubes from the yellow 30 and yellow 35 stacks in the source grid plus the late yellow refills must clear the yellow shirt stripe and the yellow paw accent cells. Red cubes from the red 2 in the active row plus the late red refills must clear the small red accent cells along the bear's feet. Green cubes from the green 15 and green 35 in the active row, the green 32 and green 30 in the source grid, and the late green refills must clear the green grid background and the green THE GAMER text cells. Blue cubes from the blue 19 in the active row plus the late blue refills must clear the small blue accent cells around the bear. Dark-purple cubes from the dark purple 32 in the active row plus the late dark-purple refills must clear the dark shadow cells under the bear's arms. Gray cubes from the gray 30 and gray 35 stacks in the source grid plus the late gray refills must clear the gray outline wrapping the bear silhouette. Black cubes from the late black refills must clear the black dot eyes and smiling mouth.
- Opening
- The video opens on the red 2 stack at the far left of the 5-cell active row. Red 2 is the smallest numbered stack in the active row and the small red accent cells along the bear's feet are the first color region the ant trail reaches from the ant hole, so opening with red 2 dispatches red ants up the dirt path in the first beat and the lowest red accent cells start clearing immediately. The second confirmed tap is the green 15 stack in the second cell of the active row, which sends green ants up the same dirt path and starts clearing the green grid background cells along the bottom edge. The third confirmed tap is the blue 19 stack in the third cell of the active row, which sends blue ants up the dirt path and starts clearing the small blue accent cells. The dark purple 32 in the fourth cell and the green 35 in the fifth cell are held for one beat so the red, green, and blue opener waves can clear the bottom edge of the bear before the heavier floods arrive. The gray 30, yellow 30, and light blue 25 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 dark purple 32 stack in the fourth cell of the 5-cell active row. The dark shadow cells under the bear's arms are one of the smallest color regions in the art, and if the player taps the dark purple 32 before the red 2, green 15, and blue 19 waves have at least started clearing the bottom edge of the bear, dark-purple ants cross the white body that the late white refills still have to clear and stall on the remaining shadow cells, blocking the late dark-purple refills that need to clear the arm shadows. The other trap is firing the yellow 30 stack in source row 1 column 2 while green ants are still walking the dirt path up to the green grid background, because yellow ants share the same dirt path as green ants and a premature yellow click strands yellow ants on the remaining yellow shirt cells and blocks the yellow 35 in source row 2 that needs to clear the rest of the shirt stripe. Tapping the gray 30 in source row 1 column 1 before the red 2 wave has cleared is also bad, because gray ants stall on the remaining outline cells and block the gray 35 in source row 2 that needs to clear the rest of the bear silhouette.
- Mechanics
- Level 66 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a white-teddy-bear-on-green-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 teddy bear pixel art has eight main color families (white head and body, yellow shirt and paws, red foot accents, green grid background, blue accents, dark-purple arm shadows, gray outline, black eyes and mouth) 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 fifth cell of the active row after the first three stacks drain, so the last small white, yellow, gray, and black refill waves still need a clean delivery after the bottom of the source grid looks clear. Compared to Level 50's Hello Kitty portrait, this teddy bear scene starts with the tiny red 2 opener and forces the player to clear the red foot accents before the large green 35 body flood is allowed onto the dirt path.
Frequently Asked Questions
Which stack should I lead with in Colony Flow Level 66?
Lead with the red 2 stack at the far left of the 5-cell active row, then the green 15 stack in the second cell, then the blue 19 stack in the third cell, then the dark purple 32 stack in the fourth cell, then the green 35 stack in the fifth cell. This dispatches the red, green, blue, dark-purple, and green ants up the dirt path in that order and clears the foot accents, the grid background, the blue highlights, and the arm shadows together before the gray 30 in source row 1 or the yellow 30 is allowed onto the dirt path.
Why should I hold the dark purple 32 stack in Colony Flow Level 66?
The dark purple 32 stack in the fourth cell of the active row is the only stack on the board that can clear the dark shadow cells under the teddy bear's arms, and those shadow cells only clear cleanly while the red 2, green 15, and blue 19 waves are still clearing the bottom edge of the bear. If dark-purple ants are sent before those three opener waves have at least started their color regions, they stall on the remaining shadow cells, the late white refill waves waiting in the active queue cannot reach the white body, and the yellow 56 shirt stripe never gets its final white cleanup wave. Hold the dark purple 32 until the red 2, green 15, and blue 19 waves have cleared the bottom edge.