Colony Flow Level 58 Walkthrough - Doraemon Face Puzzle Solution & Timing Strategy

Colony Flow Level 58 Walkthrough - Doraemon Face Puzzle Solution & Timing Strategy video preview

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Level 1Colony Flow Level 1 Walkthrough

Colony Flow Level 1 Walkthrough

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Colony Flow Level 2 Walkthrough

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Colony Flow Level 3 Walkthrough

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Colony Flow Level 4 Walkthrough

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Colony Flow Level 5 Walkthrough

Level 6Colony Flow Level 6 Walkthrough

Colony Flow Level 6 Walkthrough

Level 7Colony Flow Level 7 Walkthrough

Colony Flow Level 7 Walkthrough

Level 8Colony Flow Level 8 Walkthrough

Colony Flow Level 8 Walkthrough

Level 9Colony Flow Level 9 Walkthrough

Colony Flow Level 9 Walkthrough

Level 10Colony Flow Level 10 Walkthrough

Colony Flow Level 10 Walkthrough

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Colony Flow Level 58 is a Doraemon-face portrait board where all five color zones—cyan head, white muzzle, black eyes, yellow whiskers, and red nose—share a single ant hole.

This walkthrough breaks down the exact firing sequence, explains why the yellow opener must go first, and shows how to manage the shared ant hole without blocking your own flow.

Colony Flow Level 58 Walkthrough

Colony Flow Level 58 is a Doraemon-face board where cyan head, white muzzle, black eyes, yellow whiskers, and red nose all share one ant hole.

The challenge is timing: the yellow 7 whisker opener in cell 3 must fire before the cyan 20 head wave in cell 1, even though cyan sits first in the active row. Sending colors too close together causes waves to queue and block each other on the shared dirt path.

Step-by-Step Solution

Clear the five starting stacks in this order, leaving one beat between taps so the previous wave moves through the dirt path:

  1. Yellow 7 in cell 3. Yellowants walk up to the thin whisker lines on both cheeks and start clearing in the first beat. Do not tap cyan yet.

  2. Cyan 20 in cell 1. Cyan clears the wide head and ear outline. If sent before yellow, cyants cross the whisker cells and stall on the remaining head outline behind active yellow ants.

  3. White 28 in cell 4. White clears the large muzzle. Wait one beat after cyan.

  4. Black 27 in cell 2. Black clears the eye pupils and face outline. The muzzle should be at least half-cleared before black starts, or blackants strand on remaining pupil cells while white ants queue behind them.

  5. Red 18 in cell 5. Red clears the nose circle. Wait one beat after black.

When the active row empties, tap source row 1 left to right as each stack rises:

Leave one beat between each. These waves clear remaining whisker, outline, muzzle, and head cells.

Next, clear source row 2 as it rises:

Hold the gray 25 until cyan 35 head refills have at least started clearing the ear outline.

Finish with late cyan, white, black, yellow, and red cleanup refills as they rise into whichever active-row cell opens first.

Common Mistakes

Firing cyan 20 before yellow 7 sends cyan ants across whisker cells that yellow still has to clear, stalling cyan on the remaining head outline.

Tapping black 27 before white 28 starts the muzzle strands black ants on pupil cells while white ants queue behind them on the same path.

Letting yellow 35 from source row 1 rise while cyan ants still walk the dirt path strands the large yellow wave behind active cyan ants and blocks late yellow whisker refills.

Quick Tips

Why Tap Yellow Before Cyan?

The yellow 7 stack is the smallest numbered stack on the board, and the yellow whisker lines are the smallest color region. Tapping cyan 20 first sends cyan ants across the whisker cells that yellow still has to clear, stalling cyan on the remaining head outline while yellow ants queue behind them on the same dirt path.