Colony Flow! level guide

Colony Flow! Level 98 Walkthrough

hard 7 colors

Colony Flow Level 98 is a Japanese pagoda board where the green hills, gray shadows, red roofs, and yellow walls all queue through one trail, so the green 16 opener has to clear before the red 25 roof wave starts.

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How to Solve Colony Flow! Level 98 — Full Solution

  1. Tap the green 16 stack in the first cell of the 5-cell active row. Green ants walk the dirt path up to the green hill band along the lower edge of the pagoda portrait, and the green hill 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 gray 81 or any source row stack yet.
  2. Tap the gray 81 stack in the second cell of the active row. Gray ants walk the same dirt path and start clearing the gray shadow cells on the left side of the pagoda. Green and gray share the path, so leave one beat between them so the green hills are mostly cleared before the gray shadows start clearing. Do not tap any source row stack yet.
  3. Tap the yellow 17 stack in the first cell of source row 1 as it rises into the active row, then the yellow 20 in the second cell, then the blue 35 in the third cell, then the red 25 in the fourth cell. Yellow ants start clearing the yellow wall bands, blue ants start clearing the light-blue sky band, and red ants start clearing the red roof tiers. Leave one beat between each wave so the gray shadows are mostly cleared before the yellow walls start clearing. Do not tap any source row 2 stack yet.
  4. Tap the yellow 30 stack in the first cell of source row 2, then the yellow 40 in the second cell, then the blue 23 in the third cell, then the yellow 30 in the fourth cell, as each one rises into the active row. Yellow ants clear the last yellow wall bands, and blue ants clear the last blue sky and shadow cells. Do not tap any source row 3 stack yet.
  5. Tap the yellow 30 stack in the first cell of source row 3, then the yellow 40 in the second cell, then the blue 25 in the third cell, then the yellow 40 in the fourth cell, as each one rises into the active row. Yellow ants clear the last yellow accent cells, and blue ants clear the last blue shadow cells. The late refill waves that rise into the three empty buffer pads finish the white clouds and the brown door at the pagoda base. The Japanese pagoda portrait clears once the last matching cube is routed off the board and the level banner appears.

Colors in this level:

Green, Gray, Yellow, Blue, Red, White, Brown

Common Mistakes to Avoid

  • Firing the red 25 stack in source row 1 before the green 16 and gray 81 active row waves have cleared the lower perimeter of the pagoda portrait, which sends red ants across the green hills that green still has to clear and stalls them on the remaining red roof cells, blocking the late red refill waves that need to clear the rest of the roof tiers.
  • Tapping the blue 35 stack in source row 1 while yellow ants are still walking the dirt path up to the yellow wall bands, which strands blue ants on the remaining blue sky cells and blocks the blue 23 and blue 25 stacks in source rows 2 and 3 that need to clear the rest of the sky and shadow accents.
  • Letting the yellow 30 stack in source row 2 rise into the active row before the gray 81 shadow wave has at least started clearing the gray cells on the pagoda left side, which strands yellow ants on the remaining yellow wall cells and blocks the yellow 40 and yellow 30 stacks that need to clear the rest of the yellow bands.
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Quick Tips for Colony Flow! Level 98 (spoiler-free)

  • Tap the green 16 and gray 81 in that order from the active row before you touch any source row stack. The green hills and the gray shadows are the two highest-traffic color regions on the pagoda portrait, and they have to clear together before the red 25 in source row 1 or the yellow 17 wall 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. The active row has three empty white buffer pads in cells 3, 4, and 5 at the start. Tap the yellow 17, yellow 20, blue 35, and red 25 in source row 1 only after the two active row waves have cleared, and tap the yellow 30, yellow 40, blue 23, and yellow 30 in source row 2 only after source row 1 has cleared.
  • Save the three empty buffer pads in cells 3, 4, and 5 of the active row for the late cleanup refills. The video shows those pads being filled with rising white cloud and brown door refills in quick succession. Filling them with a red 25 or blue 35 source click strands the refill waves and leaves the white clouds and brown door empty.
Board notes 5 details
Layout
The board opens in portrait view. The top half of the screen holds a pixel-art Japanese pagoda portrait inside a white frame: a light-blue sky with white cloud shapes across the upper band, green hills along the lower edge, a multi-tiered red pagoda with yellow wall bands and a small brown door at the base in the center, and green TOP HAMMER text overlaid on the upper-right of the art. 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 green 16, gray 81, empty white buffer pad, empty white buffer pad, empty white buffer pad. Source row 1 reads yellow 17, yellow 20, blue 35, red 25. Source row 2 reads yellow 30, yellow 40, blue 23, yellow 30. Source row 3 reads yellow 30, yellow 40, blue 25, yellow 40.
Goal
Green cubes from the green 16 in the active row plus the late green refills must clear the green hill band and the green frog decorations on the frame edges. Gray cubes from the gray 81 in the active row plus the late gray refills must clear the gray shadow cells on the left side of the pagoda. Red cubes from the red 25 in source row 1 plus the late red refills must clear the red roof tiers. Yellow cubes from the yellow stacks in source rows 1 through 3 plus the late yellow refills must clear the yellow wall bands between the red roof tiers. Blue cubes from the blue 35, blue 23, and blue 25 in source rows 1 through 3 plus the late blue refills must clear the light-blue sky band and the blue shadow accents. White cubes from the late white refills must clear the white cloud shapes. Brown cubes from the late brown refills must clear the small brown door at the pagoda base.
Opening
The board starts with the green 16 stack in the first cell of the 5-cell active row. Green 16 is the smallest numbered stack in the active row and the green hill band is the first color region the ant trail reaches from the ant hole, so opening with green 16 dispatches green ants up the dirt path in the first beat and the green hill cells closest to the ant hole start clearing immediately. The second confirmed tap is the gray 81 stack in the second cell, which sends gray ants up the same dirt path and starts clearing the gray shadow cells on the left side of the pagoda. The three empty white buffer pads in cells 3, 4, and 5 are kept open so the eleven source row stacks can rise into the active row as the two initial stacks are drained.
Danger Zone
The first real trap is the red 25 stack in the fourth cell of source row 1. The red roof tiers are the largest color region in the picture, and if the player taps the red 25 before the green 16 and gray 81 active row waves have cleared the lower perimeter of the pagoda portrait, red ants use the same dirt path as the green ants that still have to clear the hills and they stall on the remaining red roof cells, blocking the late red refill waves. The other trap is firing the blue 35 stack in source row 1 while yellow ants are still walking the dirt path up to the yellow wall bands, because blue ants use the same dirt path as the yellow ants and a premature blue click strands blue ants on the remaining blue sky cells.
Mechanics
Level 98 is a multi-stack color-routing board combined with a pixel-art clear goal and a single ant hole, with a Japanese-pagoda-on-sky scene. The 5-cell top active row plus the 3-row, 4-column source grid makes this a 14-stack working area with three empty white buffer pads in the active row from the start, so the player can stage three rising refills at a time. The pagoda pixel art has six main color families (green hills, gray shadows, red roofs, yellow walls, blue sky, white clouds) plus the late brown door refill, and the player has to keep all of those routes staged at once. Compared to Level 97's red-building board, this pagoda scene opens with a gray 81 shadow wave as the second active-row tap and a much heavier yellow source grid.

Frequently Asked Questions

  • Which stack should I lead with in Colony Flow Level 98?

    Lead with the green 16 stack in the first cell of the 5-cell active row, then the gray 81 stack in the second cell. This dispatches the green and gray ants up the dirt path in that order and clears the green hills and the gray shadows together before the red 25 in source row 1 or the yellow 17 wall refill is allowed onto the dirt path. Tap the yellow 17, yellow 20, blue 35, and red 25 in source row 1 only after the two active row waves have cleared.

  • Why should I hold the red 25 stack in Colony Flow Level 98?

    The red 25 stack in source row 1 column 4 is the only stack on the board that can start clearing the large red roof tiers across the pagoda, and those tiers only clear cleanly while the green hills and gray shadows are clearing. If red ants are sent before the green 16 and gray 81 active row waves have at least started clearing their color regions, they stall on the remaining red roof cells, the late red refill waves waiting in the active queue cannot reach the rest of the roofs, and the yellow and blue refill waves that have to rise from source rows 1 through 3 get stranded behind active green and gray ants on the dirt path.

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