Colony Flow Level 1220 Answer Key, Walkthrough & Solution
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
Verified move 1
Send black blocks to clear the outer space background
Verified move 2
Feed the yellow planet stripe and magenta rings
Verified move 3
Crack open the Hungry Door at the top left
Verified move 4
Work through the first set of connected tray boxes
Verified move 5
Peel back the light blue ring layer
Verified move 6
Chew through the orange and red planet stripes
Verified move 7
Navigate the green and light blue connected boxes
Verified move 8
Clear the final red core and finish the board
Sources reviewed: primary level guide.

📋 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.
- Send the Green 5 cube.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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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