Loop Sort level guide
Loop Sort Level 440 Walkthrough
Loop Sort Level 440 encloses a tall column of horizontal trucks and several changing numbered holding bays inside one narrow outer route. Lead with red and gray, separate yellow from orange, then resolve the late green, purple, pink, and gray reserve states.
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How to Solve Loop Sort Level 440 — Full Solution
- Release red and wait for it to clear the top and right edges.
- Route gray, then send yellow and orange as separate waves from the horizontal column.
- Clear light blue before purple and use the green holding bay only when its matching run is open.
- Work down the column through orange, yellow, pink, and green as receivers check.
- Finish the purple, pink, and gray bay states marked 0 without treating their numbers as moves.
- Empty the covered source and lower mobile stacks and confirm the HUD reaches 0/6.
Colors in this level:
Red, Yellow, Light blue, Gray, Orange, Purple, Pink, Green
Common Mistakes to Avoid
- Releasing gray while red still occupies the outer lane.
- Mixing yellow and orange on the left edge.
- Treating a holding-bay number as a move limit.
Quick Tips for Loop Sort Level 440 (quick clues)
- Let red clear the top and right edges before releasing gray.
- Keep yellow separate from orange along the left edge.
- Read numbered squares as local holding bays, not move counters.
Board notes 5 details
- Layout
- A tall rectangular loop surrounds six horizontal receivers, two lower mobile stacks, one covered right-side source, and small holding bays.
- Goal
- Complete six active groups and empty the receiver column, lower stacks, covered source, and changing local reserves.
- Opening
- Clear the opening red wave, then route gray, yellow, and orange separately.
- Danger Zone
- Every receiver shares one outer lane, while the numbers under small bays are local state rather than moves.
- Mechanics
- Green and yellow bays marked 1 later change to purple, pink, and gray bays marked 0 as the vertical column checks downward.
Frequently Asked Questions
Are the numbered holding bays a move counter?
They are local holding-bay states in the video, not the level's move count.
What is the main routing bottleneck?
Every horizontal receiver exits into the same narrow tall outer loop.