Colony Flow Level 159 Answer Key, Walkthrough & Solution
Level 159 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 159: green dinosaur with dark back spikes
Opening move: Clear the bottom orange row to open the main body paths. Final move: Finish the final tiles and empty the board.
Board identity
green dinosaur with dark back spikes
The recorded palette is green, dark green, pink, white, blue. Use the screenshot to confirm the placement of these colors before starting the first move.
Step-by-step solution
Ordered moves for the green dinosaur with dark back spikes
Clear the bottom orange row to open the main body paths
Bring up the first set of connected boxes for the lower body
Attack the middle section and the back spikes
Send the heavy connected blocks for the dinosaur head
Clear the remaining upper head and snout
Consume the light blue background tiles
Open the hungry door and reveal the hidden food
Finish the final tiles and empty the board
Second-source check
Opening and finish confirmed separately
Opening: Clear the bottom orange row to open the main body paths. Finish: Finish the final tiles and empty the board. Its 8board-specific moves are listed above; the picture name and palette come from the other reference page.
Sources reviewed: primary level guide and independent cross-check.

📋 Written practice guide (web version)board preview, color breakdown & loading order for the playable web level
Board Preview
What You're Up Against
Level 159 paints Robot with 182 tiles across 4 colors, split into 8 cubes in the tray. You have 5 waiting slots and two nest holes.
- Orange: 72 tiles → cubes of 30, 20, 19, 3
- Sand: 70 tiles → cubes of 43, 27
- Red: 22 tiles → cubes of 22
- Navy: 18 tiles → cubes of 18
⚠️ 1 hidden “?” cube in the tray.
Spoiler: what they hide
Orange 3
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 Orange 30 cube.
- Send the Orange 20 cube.
- Send the Orange 3 cube.
- Send the Sand 27 cube. Only ~22 of its 27 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
- Send the Sand 43 cube. Only ~21 of its 43 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
- Send the Orange 19 cube. Only ~17 of its 19 tiles are open at this point — park it in a slot and let the surrounding colors clear the rest of the way.
- Send the Red 22 cube. Only ~14 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 Navy 18 cube. Only ~16 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.