Colony Flow! level guide
Colony Flow! Level 82 Walkthrough
Colony Flow Level 82 is a Game Boy console board where the purple screen, brown rails, cyan D-pad, pink buttons, and gray bumpers all share one ant hole, so the tiny purple 3 opener has to clear before the cyan 35 refill in source row 1 is touched.
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How to Solve Colony Flow! Level 82 — Full Solution
- Tap the purple 3 stack in the first cell of the 5-cell active row. Purple ants walk the dirt path up to the purple screen on the Game Boy console, and the purple screen cells closest to the ant hole start clearing in the first beat. Wait for the first purple ants to clear the bottom edge of the art before tapping the next stack. Do not tap the brown 5, cyan 21, brown 21, or any source row stack yet.
- Tap the brown 5 stack in the second cell of the active row. Brown ants walk the same dirt path and start clearing the brown side rails along the console edge. Purple and brown share the path, so leave one beat between them so the purple screen is mostly cleared before the brown rails start filling. Do not tap the cyan 21, brown 21, or any source row stack yet.
- Tap the cyan 21 stack in the third cell of the active row. Cyan ants walk the dirt path and start clearing the light-cyan directional-pad cluster on the lower-left of the console. Brown and cyan share the path, so leave one beat between the brown wave and the cyan wave so the brown rails are at least half-cleared before the D-pad starts clearing. Do not tap the brown 21 or any source row stack yet.
- Tap the brown 21 stack in the fourth cell of the active row. Brown ants walk the dirt path and continue clearing the brown side rails and the small brown shadow cells along the bezel. Cyan and brown share the path, so leave one beat between the cyan wave and the brown 21 wave so the D-pad is mostly cleared before the second brown rail starts clearing. Do not tap the empty white buffer pad or any source row stack yet.
- Tap the purple 28 stack in the first cell of source row 1 as it rises into the active row, then the cyan 35 in the second cell, then the pink 30 in the third cell, then the pink 30 in the fourth cell. Purple ants clear the last purple screen cells, cyan ants clear the rest of the D-pad, and pink ants start clearing the pink face buttons. Purple, cyan, and pink share the path, so leave one beat between each wave so the brown rails are mostly cleared before the pink buttons start clearing. Do not tap any source row 2 stack yet.
- Tap the pink 35 stack in the first cell of source row 2, then the cyan 30 in the second cell, then the pink 30 in the third cell, then the cyan 24 in the fourth cell, as each one rises into the active row. Pink ants clear the rest of the pink face buttons, and cyan ants clear the last D-pad cells. The late refill waves that rise into the empty white buffer pad finish the white face icon inside the screen, the gray bumper buttons, and the green TOP GAMMER wordmark. The Game Boy silhouette clears once the last matching cube is routed off the board and the level banner appears.
Colors in this level:
Purple, Brown, Cyan, Pink, Gray, White, Green
Common Mistakes to Avoid
- Firing the cyan 35 stack in source row 1 before the purple 3, brown 5, cyan 21, and brown 21 active row waves have cleared the perimeter of the Game Boy console, which sends cyan ants across the purple screen that purple still has to clear and stalls them on the remaining D-pad cells, blocking the cyan 30 and cyan 24 in source row 2 that need to clear the rest of the directional pad.
- Tapping the pink 30 stacks in source row 1 while cyan ants are still walking the dirt path up to the directional pad, which strands pink ants on the remaining face-button cells and blocks the pink 35 in source row 2 that needs to clear the rest of the pink buttons.
- Letting the empty white buffer pad fill with a source row click before the late white, green, and gray refill waves rise naturally, which strands those cleanup refills and leaves the white face icon, the gray bumpers, and the green wordmark empty.
Quick Tips for Colony Flow! Level 82 (spoiler-free)
- Tap the purple 3, brown 5, cyan 21, and brown 21 in that order from the active row before you touch any source row stack. The purple screen, the brown rails, and the cyan D-pad are the three highest-traffic color regions on the Game Boy console, and they have to clear together before the purple 28 or cyan 35 in source row 1 is allowed onto the dirt path.
- Treat the active row as the opener queue and the 2-row, 4-column source grid as the supply. The active row has exactly one empty white buffer pad in cell 5 at the start, so the only way to free a slot for a rising refill is to drain an active row cell. Tap the purple 28, cyan 35, pink 30, and pink 30 in source row 1 only after the four active row waves have cleared, and tap the pink 35, cyan 30, pink 30, and cyan 24 in source row 2 only after source row 1 has cleared.
- Save the empty white buffer pad in the fifth cell of the active row for the late cleanup refills. The video shows that pad being filled with rising small white, green, and gray refills in quick succession. Filling it with a cyan 35 or pink 30 source click strands the refill waves and leaves the white face icon, the gray bumpers, and the green wordmark empty.
Board notes 5 details
- Layout
- The board opens in portrait view. The top half of the screen holds a pixel-art white Game Boy console: a green TOP GAMMER wordmark along the left bezel, a wide purple screen with a white face icon in the middle, a light-cyan directional-pad cluster on the lower-left, gray bumper buttons on the upper-right, and pink face buttons on the lower-right. Below the dirt strip the working area is a 5-cell top active row plus a 2-row, 4-column source grid. The 5-cell top active row opens as purple 3, brown 5, cyan 21, brown 21, empty white buffer pad. Source row 1 reads purple 28, cyan 35, pink 30, pink 30. Source row 2 reads pink 35, cyan 30, pink 30, cyan 24.
- Goal
- Purple cubes from the purple 3 in the active row, the purple 28 in source row 1, and the late purple refills must clear the wide purple screen and the small purple accent cells on the bezel. Brown cubes from the brown 5 and brown 21 in the active row plus the late brown refills must clear the brown side rails and the small brown shadow cells along the console edge. Cyan cubes from the cyan 21 in the active row, the cyan 35 in source row 1, the cyan 30 and cyan 24 in source row 2, and the late cyan refills must clear the light-cyan directional-pad cluster. Pink cubes from the pink 30 stacks in source row 1, the pink 35 and pink 30 in source row 2, and the late pink refills must clear the pink face buttons on the lower-right. Gray cubes from the late gray refills must clear the gray bumper buttons on the upper-right. White cubes from the late white refills that rise into the empty buffer pad must clear the white face icon inside the purple screen and the white highlight cells on the bezel. Green cubes from the late green refills must clear the green TOP GAMMER wordmark.
- Opening
- The board starts with the purple 3 stack in the first cell of the 5-cell active row. Purple 3 is the smallest numbered stack in the active row and the purple screen is the smallest color region at the top of the art, so opening with purple 3 dispatches purple ants up the dirt path in the first beat and the purple screen cells closest to the ant hole start clearing immediately. The second confirmed tap is the brown 5 stack in the second cell of the active row, which sends brown ants up the same dirt path and starts clearing the brown side rails along the console edge. The third confirmed tap is the cyan 21 stack in the third cell of the active row, which sends cyan ants up the dirt path and starts clearing the light-cyan directional-pad cluster. The brown 21 in the fourth cell of the active row is held for one beat so the purple, brown, and cyan waves can clear the perimeter of the console before the second brown rail is touched. The empty white buffer pad in the fifth cell is kept open so the source row stacks can rise into the active row as the four initial stacks drain. Every source row stack is held for one beat so the purple 3, brown 5, and cyan 21 active row waves can clear the perimeter first.
- Danger Zone
- The first real trap is the cyan 35 stack in the second cell of source row 1. The light-cyan directional-pad cluster is one of the largest cyan regions in the picture, and if the player fires the cyan 35 before the purple 3, brown 5, cyan 21, and brown 21 active row waves have cleared the perimeter of the Game Boy console, cyan ants use the same dirt path as the purple and brown ants and they stall on the remaining D-pad cells, blocking the cyan 30 in source row 2 plus the cyan 24 in source row 2 column 4 that need to clear the rest of the D-pad. The other trap is firing the pink 30 stacks in source row 1 while cyan ants are still walking the dirt path up to the directional pad, because pink ants share the same dirt path as the cyan ants and a premature pink click strands pink ants on the remaining face-button cells and blocks the pink 35 in source row 2 that needs to clear the rest of the pink buttons. Tapping the purple 28 in source row 1 before the purple 3 wave has cleared the ant trail is also bad, because purple ants share the dirt path with brown ants and stall on the remaining screen cells.
- Mechanics
- Level 82 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a Game Boy-console scene. The 5-cell top active row plus the 2-row, 4-column source grid makes this a 13-stack working area with exactly one empty white buffer pad, so almost every tap immediately changes a route. The Game Boy pixel art has six main color families (purple screen, brown side rails, cyan D-pad, pink face buttons, gray bumpers, white face icon and green wordmark) plus the late refill waves, and the player has to keep all of those routes staged at once. The 5-cell active row is the queue that pre-holds the purple 3, brown 5, cyan 21, and brown 21 from the start, and the 2-row, 4-column source grid underneath it acts as the supply that refills the active row as stacks are sent. The single empty white buffer pad is the only true staging space here, so the last small white, green, gray, and pink 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 console board is shorter on the source grid but forces the player to drain the tiny purple 3 opener before any of the three pink 30 stacks in source row 1 are allowed onto the dirt path.
Frequently Asked Questions
Which stack should I lead with in Colony Flow Level 82?
Lead with the purple 3 stack in the first cell of the 5-cell active row, then the brown 5 stack in the second cell, then the cyan 21 stack in the third cell, then the brown 21 stack in the fourth cell. This dispatches the purple, brown, and cyan ants up the dirt path in that order and clears the purple screen, the brown rails, and the cyan D-pad together before the purple 28 or cyan 35 in source row 1 is allowed onto the dirt path. Tap the purple 28, cyan 35, pink 30, and pink 30 in source row 1 only after the four active row waves have cleared.
Why should I hold the cyan 35 stack in Colony Flow Level 82?
The cyan 35 stack in source row 1 column 2 is the largest cyan wave on the board, and the light-cyan directional-pad cluster only sits in cells that are still open while the purple screen and brown rails are clearing. If cyan ants are sent before the purple 3, brown 5, cyan 21, and brown 21 active row waves have at least started clearing their color regions, they stall on the remaining D-pad cells, the cyan 30 and cyan 24 waiting in source row 2 cannot reach the rest of the directional pad, and the late small white and gray refills that have to rise into the empty buffer pad get stranded behind active purple and brown ants on the dirt path.