Colony Flow Level 1220 Answer Key, Walkthrough & Solution

Super Hard

Level 1220 Video Walkthrough

Watch the full clear first, then use the written checkpoints below for each move. Want to practice first? Play Colony Flow free in your browser ↗

Level-specific solution

Colony Flow Level 1220: the board shown in the Level 1220 video

Opening move: Send black blocks to clear the outer space background. Final move: Clear the final red core and finish the board.

Board identity

the board shown in the Level 1220 video

Use the Level 1220 screenshot and video above to confirm this exact layout before following the moves.

Step-by-step solution

Ordered moves for the the board shown in the Level 1220 video

  1. Verified move 1

    Send black blocks to clear the outer space background

  2. Verified move 2

    Feed the yellow planet stripe and magenta rings

  3. Verified move 3

    Crack open the Hungry Door at the top left

  4. Verified move 4

    Work through the first set of connected tray boxes

  5. Verified move 5

    Peel back the light blue ring layer

  6. Verified move 6

    Chew through the orange and red planet stripes

  7. Verified move 7

    Navigate the green and light blue connected boxes

  8. Verified move 8

    Clear the final red core and finish the board

Sources reviewed: primary level guide.

Colony Flow Level 1220 Screenshot
Colony Flow Level 1220: the board shown in the Level 1220 video reference.
📋 Written practice guide (web version)board preview, color breakdown & loading order for the playable web level

Board Preview

What You're Up Against

Level 1220 paints Shroom House with 173 tiles across 4 colors, split into 7 cubes in the tray. You have 5 waiting slots and two nest holes.

  • White: 84 tiles → cubes of 49, 35
  • Green: 47 tiles → cubes of 22, 20, 5
  • Aqua: 24 tiles → cubes of 24
  • Yellow: 18 tiles → cubes of 18

⚠️ 1 hidden “?” cube in the tray.

Spoiler: what they hide

Aqua 24

Step-by-Step Solution

This loading order was computed from the web level layout with a reachability-first strategy: always feed the ants colors they can actually reach, and never let all 5 slots fill with blocked colors. Tap hidden “?” cubes only when you have slot room to absorb a surprise color.

Load the cubes in this order, letting the ants work between picks. Unless noted, a cube's tiles are fully reachable when you send it.

  1. Send the Green 5 cube.
  2. Send the White 49 cube. Only ~28 of its 49 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
  3. Send the Green 20 cube. Only ~16 of its 20 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
  4. Send the White 35 cube. Only ~20 of its 35 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
  5. Send the Green 22 cube. Only ~15 of its 22 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
  6. Send the Aqua 24 cube. Only ~16 of its 24 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
  7. Send the Yellow 18 cube. Only ~14 of its 18 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.

Finish without boosters for 3 stars and bonus coins. If the board jams anyway, a Shuffle or Vacuum booster is the cheapest way out.

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