Colony Flow! level guide
Colony Flow! Level 67 Walkthrough
Colony Flow Level 67 is a superhero-gamer-mask board where the red top band, blue face, and red border fringe all share one route, so the red 2 and blue 25 openers have to clear before the blue 14 chin accent wave is sent.
If the player asks you to sign in, open the video on YouTube instead.
How to Solve Colony Flow! Level 67 — Full Solution
- Tap the red 2 stack in the third cell of the 5-cell active row. Red ants walk the dirt path up to the red top band of the gamer mask, and the lowest red band 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 blue 25 or any source row stack yet.
- Tap the blue 25 stack in the fourth cell of the active row. Blue ants walk the same dirt path and start clearing the blue face cells in the middle of the mask. Red and blue share the path, so leave one beat between them so the red band is mostly cleared before the blue face starts clearing. Do not tap the empty white buffer pads or any source row stack yet.
- Tap the blue 25 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 red 15 in the second cell, then the blue 14 in the third cell, then the red 20 in the fourth cell. Blue ants clear more face cells, red ants clear the red ear cells and start clearing the red border fringe, and blue ants clear the lower chin accent cells. Leave one beat between each wave so the red band is at least half-cleared before the ears start clearing. Do not tap source row 2 yet.
- Tap the blue 24 stack in the first cell of source row 2 as it rises into the active row, then the red 30 in the second cell, then the red 30 in the third cell. Blue ants clear the last blue face cells, and red ants clear the rest of the red border fringe hanging below the mask. Leave one beat between each wave so the blue face is mostly cleared before the border fringe starts clearing.
- Tap the late yellow refill waves as they rise into the empty white buffer pad in cell 2 of the active row. Yellow ants walk the dirt path and start clearing the yellow curved mouth cells. Leave one beat between the last blue wave and the first yellow refill so the face is mostly cleared before the mouth starts clearing.
- Tap the late white refill waves as they rise into the active row. White ants clear the white teeth pixels below the yellow mouth. Leave one beat between the yellow and white waves so the mouth is mostly cleared before the teeth start clearing.
- Tap the late black refill waves as they rise into the active row. Black ants clear the two black rectangular eye cells on the mask. Leave one beat between the white and black waves so the teeth are mostly cleared before the eyes start clearing.
- Finish by tapping the late gray refill waves and the last small red and blue cleanup refills as they rise 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:
Red, Blue, Yellow, White, Black, Gray
Common Mistakes to Avoid
- Firing the blue 14 stack in source row 1 column 3 before the red 2 and blue 25 active row waves have cleared the perimeter of the gamer mask, which sends blue ants across the red band that red still has to clear and stalls them on the remaining chin accent cells, blocking the blue 24 in source row 2 that needs to clear the rest of the face.
- Tapping the red 15 stack in source row 1 column 2 while blue ants are still walking the dirt path up to the blue face, which strands red ants on the remaining ear cells and blocks the red 30 stacks in source row 2 that need to clear the red border fringe.
- Letting the red 20 stack in source row 1 column 4 rise into the active row before the blue face is at least half-cleared, which strands red ants on the remaining border fringe cells and blocks the late red refill waves that need to clear the rest of the red ear and fringe accents.
Quick Tips for Colony Flow! Level 67 (spoiler-free)
- Tap the red 2 and blue 25 in that order from the active row before you touch the blue 25 in source row 1, the red 15, the blue 14, or any source row 2 stack. The red top band and the blue face are the two highest-traffic color regions on the gamer mask, and they have to clear together before the red ears, the red border fringe, or the blue chin accents are allowed onto the dirt path.
- Treat the two empty white buffer pads as the only staging space and the 3-row, 4-column source grid as the supply. Drain the red 2 and blue 25 openers first, then walk source row 1 left to right but hold the blue 14 until the red 15 wave has cleared, then drain source row 2 left to right, and reserve the buffer pads for the late yellow, white, black, and gray refills.
- Save the blue 14 stack in source row 1 column 3 for the mid-game. The blue chin accents are the tightest color region in the art, and a premature blue 14 click strands blue ants on the remaining chin cells and blocks the blue 24 in source row 2 that needs to clear the rest of the face.
Board notes 5 details
- Layout
- The board opens in portrait view. The top half of the screen holds a pixel-art superhero gamer mask on a red grid: a red top band and ear cells, a blue face clearing the middle, two black rectangular eye cells, a yellow curved mouth with white teeth pixels below, red pixel border cells hanging down from the bottom edge like a dirt-frame fringe, and green TOP 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 empty white buffer pad, empty white buffer pad, red 2, blue 25, with two cells on the right still filling as the source grid rises. Source row 1 reads blue 25, red 15, blue 14, red 20. Source row 2 reads blue 24, red 30, red 30, gray hidden cell.
- Goal
- Red cubes from the red 2 in the active row, the red 15 and red 20 in source row 1, the red 30 stacks in source row 2, and the late red refills must clear the red top band, the red ear cells, and the red pixel border fringe hanging below the mask. Blue cubes from the blue 25 in the active row, the blue 25, blue 14, and blue 24 stacks in the source grid, and the late blue refills must clear the wide blue face cells in the middle of the art. Yellow cubes from the late yellow refills must clear the yellow curved mouth cells. White cubes from the late white refills must clear the white teeth pixels below the mouth. Black cubes from the late black refills must clear the two black rectangular eye cells. Gray cubes from the gray hidden cell in source row 2 plus the late gray refills must clear the gray accent cells along the mask outline.
- Opening
- The video opens on the red 2 stack in the third cell of the 5-cell active row. Red 2 is the smallest numbered stack in the active row and the red top band is 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 band cells start clearing immediately. The second confirmed tap is the blue 25 stack in the fourth cell of the active row, which sends blue ants up the same dirt path and starts clearing the blue face cells in the middle of the mask. The two empty white buffer pads in cells 1 and 2 of the active row are kept open so the source row refills can rise cleanly as the red 2 and blue 25 stacks drain. The blue 25, red 15, blue 14, and red 20 stacks in source row 1 and the blue 24 and red 30 stacks in source row 2 are all held for one beat so the red 2 and blue 25 active row waves can clear the perimeter first.
- Danger Zone
- Most failed runs start at the blue 14 stack in the third cell of source row 1. The small blue accent cells along the lower chin of the mask are the tightest color region in the art besides the yellow mouth, and if the player taps the blue 14 before the red 2 and blue 25 active row waves have at least started clearing the red top band and the blue face, blue ants cross the red band that red still has to clear and stall on the remaining chin accent cells, blocking the blue 24 in source row 2 plus the late blue refill waves that need to clear the rest of the face. The other trap is firing the red 15 stack in source row 1 column 2 while blue ants are still walking the dirt path up to the blue face, because red ants share the same dirt path as blue ants and a premature red click strands red ants on the remaining ear cells and blocks the red 30 stacks in source row 2 that need to clear the red border fringe. Tapping the red 20 in source row 1 column 4 before the blue face is at least half-cleared is also bad, because red ants stall on the remaining border fringe cells and block the late red refill waves.
- Mechanics
- Level 67 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a superhero-gamer-mask-on-red-grid scene. The 5-cell top active row plus the 3-row, 4-column source grid makes this a tall 15-stack working area with exactly two empty white buffer pads at the start, so the player can stage source refills on both sides of the red 2 and blue 25 openers. The gamer mask pixel art has six main color families (red top band and border fringe, blue face, black eyes, yellow mouth, white teeth, gray outline accents) 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, white, black, and gray 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 mask board starts with only two active row stacks sandwiched between two empty buffer pads and forces the player to clear the red band and the blue face together before any source row refill is allowed onto the dirt path.
Frequently Asked Questions
What is the safest first move in Colony Flow Level 67?
The safest opener is the red 2 stack in the third cell of the 5-cell active row, then the blue 25 stack in the fourth cell. This dispatches red and blue ants up the dirt path in that order and clears the red top band and the blue face together before the blue 25 in source row 1, the red 15, the blue 14, or any source row 2 stack is allowed onto the dirt path. Keep the two empty white buffer pads open until the source refills begin rising.
Why does the blue 14 stack jam the route in Colony Flow Level 67?
The blue 14 stack in source row 1 column 3 is the only stack on the board that can clear the small blue accent cells along the lower chin of the gamer mask, and those chin cells only clear cleanly while the red 2 and blue 25 active row waves are still clearing the red top band and the blue face. If blue ants are sent before those two opener waves have at least started their color regions, they stall on the remaining chin cells, the blue 24 in source row 2 waiting in the active queue cannot reach the rest of the face, and the late yellow, white, and black refills get stranded behind active blue ants on the dirt path. Hold the blue 14 until the two active row waves have cleared.