Sand Loop Level 102 Solution Walkthrough | Sand Loop 102

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Sand Loop Level 102 Gameplay
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Sand Loop Level 102 Guide: The Sun & Sea Puzzle

This level features a split composition: a blazing sun in the top left and splashing ocean waves in the bottom right. It’s a hybrid level. You start with a "grind" phase where you must break down heavy barriers, followed by a "logic" phase where color management becomes critical. The hook here is the massive vertical Ice Wall in the center. It splits your board in half and forces you to play efficiently with a very limited supply of cups before you can even touch the lock mechanics.

Sand Loop Level 102 Solution: Sun, Rays, and Waves

Take a look at the pixel art canvas at the top of the screen.

  • Color Palette Deep Dive: You are juggling five distinct colors. Yellow dominates the top left (the sun core). Orange forms the radiating sunbeams. Cyan makes up the bulk of the water. White is used for the sky/clouds and sea foam. Finally, Dark Blue creates the shadow or crescent shape in the water.
  • The "Danger Zones": The Dark Blue section is the trap. It is a small, specific crescent shape inside the larger Cyan waves. If you waste your limited Dark Blue cups on the Cyan background areas, you will soft-lock the level when you reach that specific detail.
  • Fill Order Prediction: The sand dispensers usually cycle colors. However, because the top of the image is the Sun, you want to prioritize getting Yellow and Orange cups onto the belt early. If you send Blue cups too early, they might just sit on the conveyor waiting for the bottom half of the picture to become reachable, clogging your output.

Tackling the Ice Pillar in Sand Loop Level 102

The most obvious obstacle in Sand Loop Level 102 is the central column of Ice Blocks labeled "20".

These aren't standard breakable blocks. The "20" represents a hit counter. You must successfully fill and send 20 cups to the conveyor to shatter these blocks. Until you do, two bad things happen:

  1. The left and right sides of your tray are physically separated, limiting how you can merge or move cups.
  2. The Pink Key is trapped directly behind or inside this ice column.

You cannot access the key until you pay the "20 cup tax." This forces you to play fast. Do not worry about perfect pixel placement for the first minute. Just fill cups and get them out of your tray to chip away at that number.

Sand Loop Level 102 Step-by-Step Walkthrough

The flow of this level is rigid. You must clear the blocker to get the key, then use the key to get the final colors.

Clearing the Ice Tax

Your priority is the Ice Blocks (20). Ignore the Pink Lock in the bottom left for now; you can't touch it. Start pulling cups from the top of the stacks—specifically the Cyan and Dark Blue cups on the right and the Orange cups on the left.

You have 5 slots in your "hand" (the conveyor loading area). Keep your rhythm aggressive. Load a cup, wait for the sand stream, and immediately load the next. Do not let your hand get full (5/5). If you hit 5/5 capacity and the colors don't match the current sand stream, you are deadlocked. Always keep 1 slot open. Every cup that leaves the screen lowers the "20" counter on the ice.

Navigating the Pink Key Release

Once you clear enough cups, the central ice column shatters. The Pink Key will drop. You don't need to do anything special to "catch" it; usually, it will fall into a slot or be automatically collected once the obstruction is gone.

The moment the key is collected, the Pink Lock on the bottom left opens. This is the turning point. Opening this lock unblocks the bottom-left generator (marked with a "6"). This generator holds your critical supply of Yellow and White cups needed for the Sun and Clouds.

Filling the Dark Blue Crescent

With the board fully open, slow down. Now accuracy matters. The sand dispenser will likely switch between Yellow/Orange (for the sun) and Blues (for the sea).

Watch the Dark Blue cups closely. The pixel art has a very specific dark crescent in the water. Time your Dark Blue cups so they hit the stream exactly when the nozzle is over that dark patch. If you miss and paint a Cyan area dark blue, it's fine (it just wastes paint), but if you use a Cyan cup on the Dark Blue spot, the level won't complete, and you might run out of the correct cups. Use the White cups as "spacers" if you need to delay the belt to sync up a specific color.