Colony Flow! level guide

Colony Flow! Level 92 Walkthrough

hard 7 colors

Colony Flow Level 92 is an ant-colony face board where the green hat, blue walls, white face, black eyes, and yellow mouth all share one route, so the green 30 opener has to clear before the blue 10 key accent in source row 2 is touched.

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How to Solve Colony Flow! Level 92 — Full Solution

  1. Tap the green 30 stack in the first cell of the 5-cell active row. Green ants walk the dirt path up to the green hat band at the top of the face portrait, and the green hat cells closest to the ant hole start clearing in the first beat. Wait for the first green ants to clear the bottom edge of the art before tapping the next stack. Do not tap the black 14, blue 23, blue 25, or any source row stack yet.
  2. Tap the black 14 stack in the third cell of the active row. Black ants walk the same dirt path and start clearing the two black eye cells on the white face. Green and black share the path, so leave one beat between them so the green hat is mostly cleared before the black eyes start clearing. Do not tap the blue 23, blue 25, or any source row stack yet.
  3. Tap the blue 23 stack in the fourth cell of the active row. Blue ants walk the dirt path and start clearing the left blue side wall beside the face. Black and blue share the path, so leave one beat between the black wave and the blue wave so the black eyes are at least half-cleared before the blue wall starts clearing. Do not tap the blue 25 or any source row stack yet.
  4. Tap the blue 25 stack in the fifth cell of the active row. Blue ants walk the same dirt path and continue clearing the right blue side wall. The two blue waves share the path, so leave one beat between them so the left blue wall is mostly cleared before the right wall starts clearing. Do not tap the empty white buffer pad or any source row stack yet.
  5. Tap the yellow 30 stack in the first cell of source row 1 as it rises into the active row, then the green 30 in the second cell, then the green 30 in the third cell, then the black 14 in the fourth cell. Yellow ants clear the small yellow mouth cell, green ants clear the last green hat and side accent cells, and black ants clear the last dark eye cells. Yellow, green, and black share the path, so leave one beat between each wave so the blue walls are mostly cleared before the yellow mouth starts clearing. Do not tap any source row 2 stack yet.
  6. Tap the blue 35 stack in the first cell of source row 2, then the blue 10 in the second cell, then the blue 35 in the third cell, then the blue 35 in the fourth cell, as each one rises into the active row. Blue ants clear the two blue key icons and the last blue wall cells. Blue waves share the path, so leave one beat between each wave so the yellow mouth is mostly cleared before the blue key icons start clearing. Do not tap any source row 3 stack yet.
  7. Tap the gray 35 stack in the first cell of source row 3, then the green 30 in the second cell, then the blue 35 in the third cell, then the blue 34 in the fourth cell, as each one rises into the active row. Gray ants clear the outline around the counter panels, green ants clear the last green accent cells, and blue ants clear the last blue wall cells. The late refill waves that rise into the empty white buffer pad finish the white face cells and the orange ant-trail accents. The ant-colony face portrait clears once the last matching cube is routed off the board and the level banner appears.

Colors in this level:

Green, Black, Blue, White, Yellow, Gray, Orange

Common Mistakes to Avoid

  • Firing the blue 10 stack in source row 2 before the green 30, black 14, blue 23, and blue 25 active row waves have cleared the perimeter of the face portrait, which sends blue ants across the white face that white still has to clear and stalls them on the remaining blue key cells, blocking the blue 35 and blue 34 stacks in source rows 2 and 3 that need to clear the rest of the blue walls.
  • Tapping the yellow 30 stack in source row 1 while black ants are still walking the dirt path up to the black eye cells, which strands yellow ants on the remaining yellow mouth cell and blocks the late yellow refill waves that need to clear the mouth.
  • Letting the gray 35 stack in source row 3 rise into the active row before the white face cells are at least half-cleared, which strands gray ants on the remaining outline cells around the counter panels and blocks the late white refill waves that need to rise into the empty buffer pad.
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Quick Tips for Colony Flow! Level 92 (spoiler-free)

  • Tap the green 30, black 14, blue 23, and blue 25 in that order from the active row before you touch the yellow 30 in source row 1 or the blue 10 in source row 2. The green hat, the black eyes, and the blue side walls are the three highest-traffic color regions on the face portrait, and they have to clear together before the yellow mouth refill or the blue key accent is allowed onto the dirt path.
  • Treat the active row as the opener queue and the 4-row source grid as the supply. The active row has exactly one empty white buffer pad in cell 2 at the start, so the only way to free a slot for a rising refill is to drain an active row cell. Tap the yellow 30, green 30, green 30, and black 14 in source row 1 only after the four active row waves have cleared, and tap the blue 35, blue 10, blue 35, and blue 35 in source row 2 only after source row 1 has cleared.
  • Save the empty white buffer pad in the second cell of the active row for the late cleanup refills. The video shows that pad being filled with rising small white, orange, and yellow refills in quick succession. Filling it with a yellow 30 or blue 10 source click strands the refill waves and leaves the white face cells and the yellow mouth empty.
Board notes 5 details
Layout
The board opens in portrait view. The top half of the screen holds a pixel-art ant-colony face portrait: a green hat band across the top, tall blue side walls on the left and right, a wide white face with two black dot eyes and a small yellow mouth cell in the middle, two blue key icons sitting on the blue walls beside the face, and two counter panels on the lower torso with a white 50 box on the left and a green 60 box on the right. Below the dirt strip the working area is a 5-cell top active row plus a 4-row source grid. The 5-cell top active row opens as green 30, empty white buffer pad, black 14, blue 23, blue 25. Source row 1 reads yellow 30, green 30, green 30, black 14. Source row 2 reads blue 35, blue 10, blue 35, blue 35. Source row 3 reads gray 35, green 30, blue 35, blue 34.
Goal
Green cubes from the green 30 in the active row, the green 30 stacks in source row 1, the green 30 in source row 3, and the late green refills must clear the green hat band and the green accent cells on the face sides. Black cubes from the black 14 in the active row, the black 14 in source row 1, and the late black refills must clear the two black eye cells and the dark mouth line. Blue cubes from the blue 23 and blue 25 in the active row, the blue 35, blue 10, blue 35, blue 35 in source row 2, the blue 35 and blue 34 in source row 3, and the late blue refills must clear the tall blue side walls and the two blue key icons. White cubes from the late white refills that rise into the empty buffer pad must clear the wide white face cells. Yellow cubes from the yellow 30 in source row 1 plus the late yellow refills must clear the small yellow mouth cell. Gray cubes from the gray 35 in source row 3 plus the late gray refills must clear the outline around the counter panels.
Opening
The board starts with the green 30 stack in the first cell of the 5-cell active row. Green 30 is the hat opener and the green hat band is the first color region the ant trail reaches from the ant hole, so opening with green 30 dispatches green ants up the dirt path in the first beat and the green hat cells closest to the ant hole start clearing immediately. The second confirmed tap is the black 14 stack in the third cell of the active row, which sends black ants up the same dirt path and starts clearing the two black eye cells. The third confirmed tap is the blue 23 stack in the fourth cell, which sends blue ants up the dirt path and starts clearing the left blue side wall. The fourth confirmed tap is the blue 25 stack in the fifth cell, which sends another blue wave up the dirt path and continues the right blue wall. The empty white buffer pad in the second cell is kept open so the source row 1 stacks can rise into the active row as the four initial stacks are drained. The source rows 2 and 3 stacks are all held for one beat so the active row waves can clear the perimeter first.
Danger Zone
The first real trap is the blue 10 stack in the second cell of source row 2. The blue key icons on the face are the smallest blue accent region in the art, and if the player taps the blue 10 before the green 30, black 14, blue 23, and blue 25 active row waves have cleared the perimeter of the face portrait, blue ants use the same dirt path as the white ants that still have to clear the face and they stall on the remaining key cells, blocking the blue 35 and blue 34 stacks in source rows 2 and 3 that need to clear the rest of the blue walls. The other trap is firing the yellow 30 stack in source row 1 while black ants are still walking the dirt path up to the black eye cells, because yellow ants use the same dirt path as the black ants and a premature yellow click strands yellow ants on the remaining yellow mouth cell. Tapping the gray 35 in source row 3 before the white face cells are at least half-cleared is also bad, because gray ants share the dirt path with white ants and stall on the remaining outline cells around the counter panels.
Mechanics
Level 92 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with an ant-colony face portrait scene. The 5-cell top active row plus the 4-row source grid makes this a 17-stack working area with exactly one empty white buffer pad in the active row from the start, so almost every tap immediately changes a route. The face portrait has six main color families (green hat and side accents, blue side walls and key icons, white face, black eyes, yellow mouth, gray counter outlines) plus the late orange 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 green 30, empty buffer, black 14, blue 23, and blue 25 from the start, and the 4-row 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, yellow, gray, and orange refill waves still need a clean delivery after the bottom of the source grid looks clear. Compared to Level 50's Hello Kitty scene, this face board opens with a full green 30 hat wave instead of tiny black openers, which forces the player to drain the green hat before the black 14 eyes and the blue 23/25 walls are allowed onto the dirt path.

Frequently Asked Questions

  • Which stack should I lead with in Colony Flow Level 92?

    Lead with the green 30 stack in the first cell of the 5-cell active row, then the black 14 stack in the third cell, then the blue 23 stack in the fourth cell, then the blue 25 stack in the fifth cell. This dispatches the green, black, and blue ants up the dirt path in that order and clears the green hat, the black eyes, and the blue side walls together before the yellow 30 in source row 1 or the blue 10 key accent in source row 2 is allowed onto the dirt path. Tap the yellow 30, green 30, green 30, and black 14 in source row 1 only after the four active row waves have cleared.

  • Why should I hold the blue 10 stack in Colony Flow Level 92?

    The blue 10 stack in source row 2 column 2 is the only stack on the board that can clear the two small blue key icons on the face walls, and those icons only clear cleanly while the white face is clearing. If blue ants are sent before the green 30, black 14, blue 23, and blue 25 active row waves have at least started clearing their color regions, they stall on the remaining key cells, the blue 35 and blue 34 stacks waiting in source rows 2 and 3 cannot reach the rest of the blue walls, and the late small white refills that have to rise into the empty buffer pad get stranded behind active green and black ants on the dirt path.

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