Yarn Loop level guide
Yarn Loop Level 670 Walkthrough
Level 670 clears better when the brown hull, pale sail rows, mast-and-rigging lines, and blue water bands all shrink together. The main choke lands in `05:53-06:12`, when only a small hull-and-sail patch can remain with a few wave crumbs and thin mast strips nearby. Keep the water and rigging moving with the ship so the finish does not scatter into layered scraps.
Verified Board Notes
- Initial Layout Geometry
- The opening board shows a brown sailing ship with layered pale sails, blue water at the bottom, and a small yellow score panel in the top-right corner.
- Goal / Target Area
- The ship is the main subject, but the blue wave bands, the tall mast-and-rigging lines, and the pale sails all need to shrink with it because the late board turns into a tiny ship remnant with a few sail strips and water crumbs still scattered around it.
- Opening Moves
- Start by shaving the blue wave bands and the outer mast-and-rigging lines while clipping the pale sails and the brown hull. Keep the sails shrinking with the hull so the board does not stall on one tiny boat above detached blue water strips.
- Danger Zone
- The slowest stretch is about 05:53-06:12, when the full ship is gone and only a small hull-and-sail remnant with a few blue wave crumbs and mast strips remains in open space. Pressure drops once the last mast or wave strip stops surviving away from the hull.
- Unique Mechanics
- Level 670 is a layered ship portrait with lots of thin horizontal sail rows. The hull shrinks steadily, but the rigging and water lines keep breaking into separate scraps that can drag out the finish.
Quick Tips for Level 670 (spoiler-free)
- Work the blue wave bands and outer rigging lines while trimming the pale sails and brown hull.
- Keep clipping through the middle so the sail stack shrinks before the water becomes the only wide survivor.
- In `05:53-06:12`, take the hull-and-sail patch and nearest mast or wave strips before singles.
How to Solve Yarn Loop Level 670 — Full Solution
- Open on the blue wave bands and the outer rigging lines while trimming the pale sails and the brown hull.
- Keep clipping through the middle of the ship so the sail stack shrinks before the water becomes the only wide survivor.
- Remove the tiny side scraps and score-panel-adjacent crumbs early instead of leaving them at the frame.
- During `05:53-06:12`, focus on the remaining hull-and-sail patch and the nearest mast or wave strips before the singles.
- Finish the ship with the last sail pixels first, the hull crumbs next, then the rigging strips and the final blue wave pieces.
Common Mistakes to Avoid
- Attempting to solve without mapping the entire dependency chain between all color routes.
- Treating all colors as equal priority — find the route that will be blocked first and clear it.
- Missing the cascade technique: intentionally opening one route to unlock two subsequent clears.
Frequently Asked Questions
Why does Level 670 still drag after the full ship is already gone?
The input says the late board can leave a small hull-and-sail remnant with a few blue wave crumbs and mast strips in open space. Those separate lines are what keep the last cleanup alive.
What should I prioritize during `05:53-06:12` in Level 670?
Take the remaining hull-and-sail patch with the nearest mast or wave strips first. The danger note says pressure drops once the last mast or wave strip stops surviving away from the hull.
What opening route avoids a loose-sail finish in Level 670?
Trim the wave bands, rigging lines, sail rows, and hull together from the start. The objective paragraph warns that the ending slows if the hull shrinks before the sails and water shorten enough.