Sand Blocks level guide
Sand Blocks: Drop Puzzle Level 10 Walkthrough
Level 10 places red, blue, green, and yellow one-cell receivers in four deep lanes below a striped reservoir. Receiver completions decrement global 3/6/10 gates, unlocking blue, green, and yellow queues in that order.
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How to Solve Sand Blocks Level 10 — Full Solution
- Move the top red square from lane 1 to the far-left red edge and clear it, reducing the gates to 2/5/9.
- Repeat with the second red square so the gates read 1/4/8.
- Clear the third red square; gate 3 shatters, exposing lane 2, while the other counters become 3 and 7.
- Use the fourth red receiver on the remaining red strip, then stage the blue square exposed at the bottom of lane 1 under blue sand.
- Clear that blue square and the top blue from lane 2; the sixth total clear breaks gate 6 and opens the green queue.
- Send another lane-2 blue square to a visible blue patch, wait for 100%, then pull a green square from lane 3.
- Clear the first green square and continue alternating exposed blue and green receivers so neither lane mouth stays blocked.
- Reach the tenth total receiver completion; gate 10 shatters and exposes all four yellow squares in lane 4.
- Cycle the remaining lane-2 blue squares under visible blue pockets until no blue sand remains.
- Cycle the remaining lane-3 green squares under the green strip, preserving the far-right green residue for its last receiver.
- Move all four yellow squares from lane 4 through the broad yellow fall line, waiting for each one to disappear before lifting the next.
- Collect the final green and yellow residues so the reservoir and all four receiver lanes are visibly empty.
Colors in this level:
Red, Yellow, Blue, Green, Cyan
Common Mistakes to Avoid
- Reading 3/6/10 as remaining moves instead of cumulative receiver clears.
- Parking a colored square above the wrong lane mouth and trapping the queue beneath it.
- Draining the yellow mass before the alternating blue-green strip has usable receivers.
Quick Tips for Sand Blocks Level 10 (quick clues)
- Treat 3, 6, and 10 as phase gates, not move limits.
- Never leave a receiver over the mouth of a lane whose next square must rise.
- Alternate blue and green once both queues are open, then cycle yellow after ten clears.
Board notes 5 details
- Layout
- The reservoir has a far-left red column, a broad yellow mass, and an alternating blue-green strip at its bottom. Four wall-separated lanes hold four red plus one blue, four blue behind counter 3, four green behind counter 6, and four yellow behind counter 10.
- Goal
- Use red to start the global count, open blue at three clears, green at six, and yellow at ten, then cycle every square through its matching exposed reservoir segment.
- Opening
- Feed the top three red squares to the far-left red edge one at a time; their 100% clears change 3/6/10 to 2/5/9, then 1/4/8, then open the blue lane with 3/7 remaining.
- Danger Zone
- An unmatched square parked over a one-cell lane mouth prevents the buried queue from rising, while early yellow placement covers access to the alternating blue-green strip.
- Mechanics
- Counters 3, 6, and 10 measure total receiver completions across all colors, decrement together, and shatter at zero to release entire receiver queues.
Frequently Asked Questions
What unlocks the blue, green, and yellow lanes?
The third total receiver clear opens blue, the sixth opens green, and the tenth opens yellow.
Why do all three counters change together?
They count global 100% receiver completions, regardless of which color just cleared.
What is the safest order after green unlocks?
Alternate blue and green on their exposed bottom stripes, then release yellow after the ten-clear gate breaks.