Colony Flow! level guide
Colony Flow! Level 88 Walkthrough
Colony Flow Level 88 is an EP GARDEN crowned creature board where the red drips, red grid, black hat, and yellow trim all share one trail, so the tiny red 5 drip opener has to clear before the black 30 hat wave in the active row is touched.
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How to Solve Colony Flow! Level 88 — Full Solution
- Tap the red 5 stack in the first cell of the 4-cell active row. Red ants walk the dirt path up to the red pixel drips at the bottom of the EP GARDEN grid, and the lowest red drip cells closest to the ant hole start clearing in the first beat. Wait for the first red ants to clear the bottom edge of the art before tapping the next stack. Do not tap the red 6, red 22, black 30, or any source row stack yet.
- Tap the red 6 stack in the second cell of the active row. Red ants walk the same dirt path and continue clearing the red drips hanging toward the hole. The two small red waves share the path, so leave one beat between them so the lowest drips are mostly cleared before the next drip cells start clearing. Do not tap the red 22, black 30, or any source row stack yet.
- Tap the red 22 stack in the third cell of the active row. Red ants walk the dirt path and start clearing the solid red grid background behind the crowned creature. Red waves share the path, so leave one beat between the red 6 wave and the red 22 wave so the red drips are mostly cleared before the grid background starts clearing. Do not tap the black 30 or any source row stack yet.
- Tap the black 30 stack in the fourth cell of the active row. Black ants walk the dirt path and start tracing the black hat, the black smile line, and the dark accent cells around the eyes. Red and black share the path, so leave one beat between the red 22 wave and the black wave so the red grid is at least half-cleared before the hat starts clearing. Do not tap any source row stack yet.
- Tap the red 35 stack in the first cell of source row 1 as it rises into the active row, then the red 30 in the second cell, then the yellow 24 in the third cell, then the red 35 in the fourth cell. Red ants clear the rest of the red grid and the red drips, and yellow ants start clearing the yellow hat trim and ear accents. Leave one beat between each wave so the black hat is mostly cleared before the yellow trim starts clearing. Do not tap any source row 2 or 3 stack yet.
- Tap the red 35 stack in the first cell of source row 2, then the red 35 in the second cell, then the yellow 35 in the third cell, then the blue 36 in the fourth cell, as each one rises into the active row. Red ants clear the last red grid cells, yellow ants clear the yellow eyes and trim, and blue ants clear the blue border highlights. Leave one beat between each wave. Do not tap any source row 3 stack yet.
- Tap the red 35 stack in the first cell of source row 3, then the red 32 in the second cell, then the red 35 in the third cell, then the red 35 in the fourth cell, as each one rises into the active row. Red ants clear the last red drip cells, and the late white refill waves finish the white round face and body. The crowned creature on the EP GARDEN grid is complete once the last matching cube is routed off the board and the level banner appears.
Colors in this level:
Red, Black, Yellow, White, Blue
Common Mistakes to Avoid
- Firing the black 30 stack in the fourth cell of the active row before the red 5, red 6, and red 22 waves have cleared the dirt path up to the red grid background, which strands black ants on the remaining hat cells and blocks every later red 35 source wave that has to rise through the same dirt path.
- Tapping the yellow 24 stack in source row 1 column 3 while red ants are still walking the dirt path up to the red grid background, which strands yellow ants on the remaining yellow trim cells and blocks the yellow 35 in source row 2 that needs to clear the rest of the hat accents.
- Letting the blue 36 in source row 2 column 4 rise into the active row before the red grid is at least half-cleared, which strands blue ants on the remaining border highlight cells.
Quick Tips for Colony Flow! Level 88 (spoiler-free)
- Tap the red 5, red 6, and red 22 in that order from the active row before you touch the black 30 or any source row stack. The red drips and the red grid background are the two highest-traffic color regions on the EP GARDEN board, and they have to clear together before the black 30 hat wave or the yellow 24 trim refill 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. Walk source row 1 left to right only after the four active row waves have cleared, source row 2 only after source row 1 has cleared, and source row 3 only after source row 2 has cleared.
- Save the yellow 24 in source row 1 column 3 for after the black 30 active row wave has at least started clearing the hat. The yellow trim is the smallest accent region on the crowned creature, and a premature yellow click strands yellow ants on remaining ear cells.
Board notes 5 details
- Layout
- The board opens in portrait view. The top half of the screen holds a pixel-art white crowned creature on a solid red grid: a black hat with yellow trim and yellow square ear accents, a white face with yellow eyes and a black smile, red pixel drips hanging down from the bottom of the grid toward a dark hole, and green EP GARDEN text printed vertically along the left edge of the red canvas. 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 red 5, red 6, red 22, black 30. Source row 1 reads red 35, red 30, yellow 24, red 35. Source row 2 reads red 35, red 35, yellow 35, blue 36. Source row 3 reads red 35, red 32, red 35, red 35.
- Goal
- Red cubes from the red 5, red 6, and red 22 in the active row, the red stacks across all three source rows, and the late red refills must clear the solid red grid background and the red pixel drips hanging toward the hole. Black cubes from the black 30 in the active row plus the late black refills must clear the black hat, the black smile line, and the dark accent cells around the eyes. Yellow cubes from the yellow 24 in source row 1, the yellow 35 in source row 2, and the late yellow refills must clear the yellow hat trim, the yellow square ear accents, and the yellow eyes. White cubes from the late white refills must clear the white round face and body cells. Blue cubes from the blue 36 in source row 2 plus the late blue refills must clear the small blue highlight cells along the red grid border.
- Opening
- The board starts with the red 5 stack in the first cell of the 4-cell active row. Red 5 is the smallest numbered stack in the active row and the red pixel drips at the bottom of the grid are the smallest color region at the bottom of the art, so opening with red 5 dispatches red ants up the dirt path in the first beat and the lowest red drip cells closest to the ant hole start clearing immediately. The second confirmed tap is the red 6 stack in the second cell of the active row, which sends another red wave up the same dirt path and continues clearing the red drips. The third confirmed tap is the red 22 stack in the third cell of the active row, which sends a larger red wave up the dirt path and starts clearing the solid red grid background. The black 30 in the fourth cell of the active row is held for one beat so the three red waves can clear the bottom edge of the art before the black hat accents are touched. Every source row stack is held for one beat so the red 5, red 6, and red 22 active row waves can clear the perimeter first.
- Danger Zone
- The first real trap is the black 30 stack in the fourth cell of the 4-cell active row. The black hat and smile are the second-smallest color region besides the red drips, and if the player taps the black 30 before the red 5, red 6, and red 22 waves have cleared the ant trail up to the red grid, black ants use the same dirt path as the red ants and they stall on the remaining hat cells, blocking the late black refill waves that need to clear the smile line. The other trap is firing the yellow 24 stack in source row 1 column 3 while red ants are still walking the dirt path up to the red grid background, because yellow ants share the same dirt path as the red ants and a premature yellow click strands yellow ants on the remaining yellow trim cells and blocks the yellow 35 in source row 2 that needs to clear the rest of the hat accents. Tapping the blue 36 in source row 2 column 4 before the red grid is at least half-cleared is also bad, because blue ants stall on the remaining border highlight cells.
- Mechanics
- Level 88 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a crowned-creature-on-red-grid EP GARDEN scene. The 4-cell top active row plus the 3-row, 4-column source grid makes this a 16-stack working area with no empty white buffer pad from the start, so every tap immediately changes a route. The crowned creature pixel art has five main color families (red grid and drips, black hat and smile, yellow trim and eyes, white face, blue border highlights) plus the late refill waves, and the player has to keep all of those routes staged at once. Compared to Level 87's crowned chick board, this EP GARDEN scene opens with four fully occupied active row cells dominated by red stacks and forces the player to drain the tiny red 5 and red 6 drip openers before the large red 35 source waves are allowed onto the dirt path.
Frequently Asked Questions
How should I open Colony Flow Level 88?
Open with the red 5 stack in the first cell of the 4-cell active row, then the red 6 stack in the second cell, then the red 22 stack in the third cell, then the black 30 stack in the fourth cell. This dispatches the red and black ants up the dirt path in that order and clears the red drips and the red grid together before the yellow 24 in source row 1 or any red 35 source wave is allowed onto the dirt path.
Why should I hold the black 30 stack in Colony Flow Level 88?
The black 30 stack in the fourth cell of the active row is the only active-row wave that can clear the black hat and smile, and those cells only sit on top of the red grid that still has to clear first. If black ants are sent before the red 5, red 6, and red 22 waves have at least started clearing the red drips and grid background, they stall on the remaining hat cells, the twelve red 35 source waves waiting in the grid cannot reach the rest of the red background, and the late white face refills get stranded behind active red ants on the dirt path.