Colony Flow! level guide

Colony Flow! Level 7 Walkthrough

easy 4 colors

Colony Flow Level 7 is a penguin pixel-art board where the 5 black stack on the left of the 5-cell top row has to be drained first so the dark outline of the head and the two eyes can be cleared, then the 19 white and 23 white stacks feed the rounded white body before any cyan ant is allowed to climb.

Sponsored
Open on YouTube

If the player asks you to sign in, open the video on YouTube instead.

How to Solve Colony Flow! Level 7 — Full Solution

  1. Tap the 5 black stack on the left end of the top row. Five black ants leave the stack and walk up the dirt path toward the penguin's dark outline. Wait for the first wave of black ants to clear the path before tapping the next stack.
  2. Tap the 19 white stack to the right of the 5. White ants start climbing the right side of the path and begin clearing the rounded white body of the penguin. Let the first wave reach the body before the next tap.
  3. Tap the 23 white stack in the middle of the top row. A long white wave clears the larger white body region, and the 19 white stack refills automatically as its cubes are spent.
  4. Wait for both white waves to clear the dirt path. Do not fill the two empty white buffer slots in the top row yet, and do not tap the yellow 5 in the grid's middle row — the beak and feet are still behind the white body.
  5. Tap the cyan 20 stack that has risen from the grid's first row into the leftmost empty buffer slot. Cyan ants walk up the left side of the path and start clearing the domed cyan head of the penguin.
  6. Tap the cyan 20 again as it refills, alternating with the 23 white and 19 white taps, so the cyan head and the white body clear together. Keep at least one buffer slot open at all times so the next cyan stack can rise from the grid.
  7. Tap the cyan 30 stack from the bottom row of the grid once it rises into the queue and the dark outline is mostly in place. Cyan ants finish the head and the two small wing tips on either side.
  8. Finish by tapping the yellow 5 in the grid's second row. Five yellow ants climb the path and clear the small yellow beak and the two short yellow feet. The board clears as soon as the last cube is delivered into its matching cell.

Colors in this level:

Black, White, Cyan, Yellow

Common Mistakes to Avoid

  • Tapping the yellow 5 in the second row of the grid before the white body and the dark outline are mostly cleared, which scatters the 5 yellow ants into perimeter traffic and leaves the beak and feet unlit.
  • Sending the cyan 30 from the bottom row of the grid before the dark outline is in place, which crashes cyan ants into the remaining body cells and stalls them on the right wing tip.
  • Filling one of the two empty white buffer slots in the top row with a black stack while the white body is still being cleared, which strands the next white wave behind the parked cube and the body never closes.
Sponsored

Quick Tips for Colony Flow! Level 7 (spoiler-free)

  • Tap the 5 black stack on the left end of the top row first, then the 19 white and 23 white stacks, so the dark outline and the white body are cleared before any cyan ant is allowed to climb the dirt path.
  • Save the yellow 5 in the second row of the grid for the very last tap. The two yellow feet sit at the bottom of the penguin, and premature yellow ants stall on the remaining body and outline cells.
  • Keep the two empty white buffer slots in the top row open. They are the only staging space for the cyan 20 and cyan 30 stacks rising from the 3x4 grid, and filling them with a black cube strands the next white wave.
Board notes 5 details
Layout
The board opens in portrait view. The top of the screen holds a pixel-art penguin with a domed cyan head, a rounded white body, two large dark eyes, a small yellow beak, and two short yellow feet. Below the art is a single dirt path with one dark round ant hole. The working area underneath is a 5-cell top row that opens as 5 black, 23 white, 19 white, empty, empty. Below the top row is a 3x4 stack grid holding 23 white, 30 white, 20 cyan, 25 white in the first row, 25 white, 25 white, 5 yellow, 25 white in the second row, and 20 black, 20 black, 30 cyan, 30 white in the third row. The penguin silhouette is empty at the start, with only a few black ants already walking up the dirt path in the first frame.
Goal
White cubes must clear the rounded white body and the small face cells, dark/black cubes must clear the outline of the head, the eyes, and the feet base, cyan cubes must clear the domed cyan head and the two small wing tips, and the two short yellow feet plus the small yellow beak need yellow cubes.
Opening
The first confirmed tap is the 5 black stack on the left end of the top row, which dispatches five black ants up the dirt path to start clearing the dark outline of the penguin. The second tap is the 19 white stack to the right of the 5, and the third tap is the 23 white stack in the middle of the top row, both of which feed the rounded white body. The two empty white buffer slots in the top row are held open during this opening so the cyan 20 from the grid's first row and the cyan 30 from the third row can rise into the active queue once the white and black routes clear.
Danger Zone
The danger zone is the yellow 5 stack in the middle of the grid's second row. It is the only stack on the board that can clear the small yellow beak and the two yellow feet, but the feet sit at the very bottom of the penguin, so tapping yellow before the white body and the dark outline are mostly cleared scatters the 5 yellow ants into perimeter traffic and the beak never lights up cleanly. The cyan 30 in the bottom row of the grid is the other trap: it is the largest single cyan stack, and tapping it before the dark outline is in place sends cyan ants into the remaining body cells where they stall on the right wing tip. The two empty white buffer slots in the top row are also a soft trap, because parking a black stack in a buffer while the white body is still being cleared strands white ants behind the parked cube and the body never closes.
Mechanics
Level 7 is a multi-stack color-routing board combined with a pixel-art clear goal and a small 5-cell queue that controls the next dispatch. The 3x4 grid below the queue is the supply, and the active row rises new stacks as old ones drain. Compared with Level 5's rounded mushroom, the penguin art has a much taller cyan head plus a small white body, so the cyan and white ants both have to climb a long vertical path and the player has to wait for the head to be cleared before any wing-tip cube is sent. The win cue is the penguin art fully cleared, the two yellow feet the last cells routed off, not the supply grid merely looking empty, so the small yellow 5 and the late cyan waves still need a clean delivery after the lower grid looks clear.

Frequently Asked Questions

  • How should I open Colony Flow Level 7?

    Open with the 5 black stack on the left end of the top row, then the 19 white stack to its right, and then the 23 white stack in the middle. This clears the dark outline and the white body of the penguin before any cyan ant is allowed to climb the dirt path.

  • Why does the route jam if I switch colors too early in Colony Flow Level 7?

    The yellow 5 in the second row of the grid is the only stack that clears the small yellow beak and the two short yellow feet, both of which sit at the very bottom of the penguin. If yellow is tapped before the white body and the dark outline are mostly cleared, the 5 yellow ants get caught in the perimeter traffic and the beak and feet never clear cleanly. Save the yellow 5 for the very last tap.

Sponsored