Sand Loop Level 261 Solution Walkthrough | Sand Loop 261

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Sand Loop Level 261 Gameplay

Sand Loop Level 261 Guide: The Cozy Cottage Puzzle

Sand Loop Level 261 presents us with a charming pixel art "Cozy Cottage." It's a classic house design featuring a steep red roof, beige stone walls, and a strip of green grass at the bottom. While the image looks simple, the supply tray tells a different story. This is a pure sorting logic level. There are no gimmicks like ice blocks or keys here—just a dense, tightly packed grid of colors that are frustratingly mixed up.

The hook for Level 261 is the Central Column jam. Look at the middle of your tray. You have a weird mix of Maroon, Green, and White stacked vertically. If you pull from the sides too quickly, you risk isolating these central cups, leaving you with no way to match them up for a clean pour. The trick isn't speed; it's clearing the middle lane while maintaining balance on the flanks.

Sand Loop Level 261 Solution: The House Palette

Before we tap anything, let's break down the painting requirements. The pixel art here is distinct and requires strict color discipline.

  • Dominant Red: The roof is the biggest single block of color. It demands a lot of Red cups.
  • Mustard Yellow/Beige: The main body of the house uses Yellow cups. These frame the windows and doors.
  • Dark Maroon/Brown: Used for the foundation soil and the door shadow. This is a darker shade than the roof red.
  • Green: Only for the grass strip. You don't need much, but it has to be precise.
  • White: Used for the wall texture and possibly the sky (though often the sky is just negative space, here the walls definitely need white fill).

The Danger Zones: The biggest headache is the Roof Peak. It's narrow and surrounded by the sky. If you send a Yellow cup when the scanner is over the Red roof tip, you ruin the clean line. Also, watch out for the Door. It combines Red, Maroon, and Yellow in a very tight space. A sloppy pour here will blur the entrance into a messy blob.

Fill Order Prediction: Generally, the game paints bottom-up or background-first. Given the grass is at the bottom, expect the Green and Maroon soil to be high-priority targets early on. The Roof usually fills last because it sits at the top of the canvas.

Tackling the "Symmetrical Jam" in Sand Loop Level 261

The specific obstacle here is the symmetrical layout of the supply tray.

Notice the pattern:

  • Columns 1 and 5 (outer edges) are heavy on Yellow and White.
  • Columns 2 and 4 are heavy on Red and Maroon.
  • Column 3 (dead center) is a dangerous mix of Maroon, Green, and White.

The trap is simple: Slot Starvation. You have a 0/5 capacity on your conveyor belt. If you obsessively clear the yellow cups on the far left, you clog your belt with one color while the scanner is begging for Red or Green.

The center column is the hardest to access because it has no adjacent "buddy" column to swap easily with until the sides are cleared. You must peel away the layers (Row 1, then Row 2) evenly across all five columns. If you dig too deep into one column, you bury the colors needed for the next layer of the painting.

Sand Loop Level 261 Step-by-Step Walkthrough

This level punishes impatience. We need to dismantle the wall of cups layer by layer.

1. The Foundation: Soil and Grass

Your first priority is the bottom of the house. The art starts with the dark soil and the green grass.

  • Scan the tray for Maroon (dark red) and Green cups.
  • You'll see Maroon cups sitting right at the top of columns 2, 3, and 4. This is perfect. Tap these first to get them onto the belt.
  • Immediately follow up with the Green cups that are exposed (mostly in the second row of the central columns).
  • Do not touch the Yellows yet. The scanner is likely focused on the bottom strip. Loading Yellows now just clogs your 5 slots.

2. Building the Walls: The White/Yellow Weave

Once the grass is green and the soil is set, the scanner moves up to the house body. This section is a checkerboard of White stones and Yellow walls.

  • Now you can start pulling from the outer columns (1 and 5). Tap a Yellow, then a White.
  • Watch the belt order. Try to alternate them if possible. If you send 3 Yellows in a row, the first two might paint correctly, but the third might hit a spot meant for a White stone, wasting the cup.
  • Critical Tip: Keep an eye on the Red door in the middle of the wall. Don't forget to sneak a Red cup into the mix when the scanner hits the center of the house body.

3. Roofing: The Red Surge

The final phase is the big Red roof. By now, your tray should look much emptier, but the remaining cups might be scattered.

  • You will need a heavy stream of Red cups. These were likely buried in columns 2 and 4.
  • If you have any Maroon left over (shadows on the roof), send them before the main bulk of Red cups if the scanner is hitting the edges of the roof first.
  • The Final Gap: Ensure you leave at least 1 slot open on the belt as you finish. Sometimes the game hides a tiny chimney detail that requires a specific color you might have accidentally left at the bottom of a stack. Don't flood the belt until you are sure the final roof peak is filling correctly.

4. Cleanup

If you have leftover White cups, check the windows. Sometimes the window panes need a specific White fill that is easy to miss against the light background. Send the final White cups to polish off the details.