Colony Flow! level guide
Colony Flow! Level 94 Walkthrough
Colony Flow Level 94 is a rainbow-and-skull board where the cyan crystals, green rainbow band, red arch, and gray eyes all share one trail, so the cyan 8 opener has to clear before the red 25 wave in source row 1 starts.
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How to Solve Colony Flow! Level 94 — Full Solution
- Tap the cyan 8 stack in the third cell of the 5-cell active row. Cyan ants walk the dirt path up to the light-blue crystal decorations along the frame edges, and the nearest crystal cells start clearing in the first beat. Wait for the first cyan ants to clear the bottom edge of the art before tapping the next stack. Do not tap the cyan 16, cyan 25, green 14, or any source row stack yet.
- Tap the cyan 16 stack in the second cell of the active row. Cyan ants walk the same dirt path and continue the crystal decorations along the left frame edge. The two cyan waves share the path, so leave one beat between them so the first crystal cells are mostly cleared before the next crystal cells start clearing. Do not tap the cyan 25, green 14, or any source row stack yet.
- Tap the cyan 25 stack in the first cell of the active row. Cyan ants walk the dirt path and start clearing the cyan background cells around the skull. Cyan waves share the path, so leave one beat between the cyan 16 wave and the cyan 25 wave so the crystal decorations are at least half-cleared before the background starts clearing. Do not tap the green 14 or any source row stack yet.
- Tap the green 14 stack in the fourth cell of the active row. Green ants walk the dirt path and start clearing the green band of the rainbow arch. Cyan and green share the path, so leave one beat between the last cyan wave and the green wave so the cyan background is mostly cleared before the green rainbow band starts clearing. Do not tap the empty white buffer pad or any source row stack yet.
- Tap the red 25 stack in the first cell of source row 1 as it rises into the active row, then the red 35 in the second cell, then the red 30 in the third cell, then the red 47 in the fourth cell. Red ants walk the dirt path and start clearing the red band of the rainbow arch and the small red flower accents. Red shares the path with green and cyan, so leave one beat between each red wave so the green rainbow band is mostly cleared before the red band starts clearing. Do not tap any source row 2 stack yet.
- Tap the green 27 stack in the first cell of source row 2, then the green 25 in the second cell, then the green 34 in the third cell, then the red 30 in the fourth cell, as each one rises into the active row. Green ants clear the last green rainbow cells, and red ants clear the last red flower accents. Green and red share the path, so leave one beat between each wave so the red rainbow band is at least half-cleared before the last green cells start clearing. Do not tap the white 35 in source row 3 yet.
- Tap the white 35 stack in source row 3 as it rises into the active row. White ants clear the white highlight cells inside the gray eyes and the white frame border. The late refill waves that rise into the empty white buffer pad finish the gray skull-eye ovals, the purple outline, and the yellow, orange, and blue rainbow bands. The rainbow-and-skull portrait is complete once the last matching cube is routed off the board and the level banner appears.
Colors in this level:
Cyan, Green, Red, Gray, Purple, White, Yellow, Orange, Blue
Common Mistakes to Avoid
- Firing the red 25 stack in source row 1 before the cyan 25, cyan 16, cyan 8, and green 14 active row waves have cleared the frame perimeter of the rainbow-and-skull portrait, which sends red ants across the cyan crystals that cyan still has to clear and stalls them on the remaining red rainbow cells, blocking the red 35, red 30, and red 47 stacks that need to clear the rest of the red band.
- Tapping the white 35 stack in source row 3 while gray ants are still walking the dirt path up to the gray skull-eye ovals, which strands white ants on the remaining white highlight cells inside the eyes and blocks the late gray and purple refill waves that need to rise into the empty buffer pad.
- Letting the green 27 stack in source row 2 rise into the active row before the cyan background cells are at least half-cleared, which strands green ants on the remaining green rainbow cells and blocks the green 25 and green 34 stacks that need to clear the rest of the green band.
Quick Tips for Colony Flow! Level 94 (spoiler-free)
- Tap the cyan 8, cyan 16, cyan 25, and green 14 in that order from the active row before you touch any source row stack. The cyan crystals, the cyan background, and the green rainbow band are the three highest-traffic color regions on the rainbow-and-skull portrait, and they have to clear together before the red 25 in source row 1 is allowed onto the dirt path.
- Treat the active row as the opener queue and the 3-row 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 red 25, red 35, red 30, and red 47 in source row 1 only after the four active row waves have cleared, and tap the green 27, green 25, green 34, and red 30 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 gray skull-eye, purple outline, yellow, orange, and blue rainbow band refills in quick succession. Filling it with a red 25 or white 35 source click strands the refill waves and leaves the gray eyes and the rest of the rainbow arch empty.
Board notes 5 details
- Layout
- The board opens in portrait view. The top half of the screen holds a pixel-art rainbow-and-skull portrait inside a white frame: a six-color rainbow arch stretching across the top, two large gray skull-eye ovals sitting side by side in the middle with purple outline and accent cells wrapping them, light-blue crystal decorations along the left and right frame edges, and a small brown hole at the bottom center of the art. Below the dirt strip the working area is a 5-cell top active row plus a 3-row source grid. The 5-cell top active row opens as cyan 25, cyan 16, cyan 8, green 14, empty white buffer pad. Source row 1 reads red 25, red 35, red 30, red 47. Source row 2 reads green 27, green 25, green 34, red 30. Source row 3 reads white 35, with the remaining cells still hidden by the dirt strip.
- Goal
- Cyan cubes from the cyan 25, cyan 16, and cyan 8 in the active row plus the late cyan refills must clear the light-blue crystal decorations and the cyan background cells around the skull. Green cubes from the green 14 in the active row, the green 27, green 25, and green 34 in source row 2, plus the late green refills must clear the green band of the rainbow arch. Red cubes from the red 25, red 35, red 30, and red 47 in source row 1, the red 30 in source row 2, plus the late red refills must clear the red band of the rainbow arch and the small red flower accents. Gray cubes from the late gray refills must clear the two large gray skull-eye ovals. Purple cubes from the late purple refills must clear the purple outline and accent cells wrapping the gray eyes. White cubes from the white 35 in source row 3 plus the late white refills must clear the white highlight cells inside the gray eyes.
- Opening
- The board starts with the cyan 8 stack in the third cell of the 5-cell active row. Cyan 8 is the smallest numbered stack in the active row and the light-blue crystal decorations are the smallest color region at the frame edges, so opening with cyan 8 dispatches cyan ants up the dirt path in the first beat and the nearest crystal cells start clearing immediately. The second confirmed tap is the cyan 16 stack in the second cell, which sends another cyan wave up the same dirt path and continues the crystal decorations. The third confirmed tap is the cyan 25 stack in the first cell, which sends a third cyan wave up the dirt path and starts clearing the cyan background cells around the skull. The green 14 in the fourth cell is held for one beat so the three cyan waves can clear the frame perimeter before the green rainbow band 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 are drained.
- Danger Zone
- The first real trap is the red 25 stack in the first cell of source row 1. The red rainbow band is a large color region in the picture, and if the player taps the red 25 before the cyan 25, cyan 16, cyan 8, and green 14 active row waves have cleared the frame perimeter, red ants use the same dirt path as the cyan ants that still have to clear the crystals and they stall on the remaining red rainbow cells, blocking the red 35, red 30, and red 47 stacks that need to clear the rest of the red band. The other trap is firing the white 35 stack in source row 3 while gray ants are still walking the dirt path up to the gray skull-eye ovals, because white ants use the same dirt path as the gray ants and a premature white click strands white ants on the remaining white highlight cells inside the eyes. Tapping the green 27 in source row 2 before the cyan background cells are at least half-cleared is also bad, because green ants share the dirt path with cyan ants and stall on the remaining green rainbow cells.
- Mechanics
- Level 94 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a rainbow-and-skull portrait scene. The 5-cell top active row plus the 3-row source grid makes this a 13-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 rainbow-and-skull pixel art has eight main color families (cyan crystals and background, green rainbow band, red rainbow band and flowers, gray skull eyes, purple outline, white highlights, plus yellow, orange, and blue rainbow bands from late refills), and the player has to keep all of those routes staged at once. Compared to Level 93's abstract creature board, this rainbow-and-skull scene opens with three cyan stacks in the active row instead of a single tiny opener, which forces the player to drain all three cyan waves before the green 14 rainbow band or any red source row stack is allowed onto the dirt path.
Frequently Asked Questions
How should I open Colony Flow Level 94?
Open with the cyan 8 stack in the third cell of the 5-cell active row, then the cyan 16 stack in the second cell, then the cyan 25 stack in the first cell, then the green 14 stack in the fourth cell. This dispatches the cyan and green ants up the dirt path in that order and clears the cyan crystals, the cyan background, and the green rainbow band together before the red 25 in source row 1 is allowed onto the dirt path. Tap the red 25, red 35, red 30, and red 47 in source row 1 only after the four active row waves have cleared.
Why should I hold the red 25 stack in Colony Flow Level 94?
The red 25 stack in source row 1 column 1 is the first of four stacks that can clear the red band of the rainbow arch, and the red band only sits in cells still on the board while the cyan crystals and the green rainbow band are clearing. If red ants are sent before the cyan 25, cyan 16, cyan 8, and green 14 active row waves have at least started clearing their color regions, they stall on the remaining red rainbow cells, the red 35, red 30, and red 47 stacks waiting in source row 1 cannot reach the rest of the red band, and the late gray, purple, yellow, orange, and blue refill waves that have to rise into the empty buffer pad get stranded behind active cyan and green ants on the dirt path.