Food Hunt

Food Hunt: Pixel Puzzle level guide

Food Hunt: Pixel Puzzle Level 68 Walkthrough

normal Live 7 colours / pieces Checked September 21, 2026

Level 68 features a hermit crab inside a spiralling seashell. Strip the outer shell outlines and claws using Blue, Dark Grey, and Orange jars before committing high-capacity inner colours. Avoid clogging bays with White or Cyan jars while the shell core remains inaccessible.

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How to beat Food Hunt: Pixel Puzzle Level 68 — full solution

  1. Tap the Blue 30 jar, Dark Grey 57 jar, and White 10 jar from the front row. Blue and Dark Grey ants begin clearing the crab claws and outer shell outlines while White targets early eye highlights.
  2. Tap the Orange 20 jar (front row, left) and Orange 22 jar (front row, right). Orange ants strip the crab body and eye stems beneath the shell.
  3. Tap the Red 26 jar and the unlocked Padlock jar to reveal further layers. Red ants devour the claw tips and legs, freeing up the bottom edge of the hermit crab.
  4. Tap the Cyan 51 jar, Red 10 jar, and Blue 35 jar as front spaces open. Cyan attacks the striped spiral of the shell while Red finishes off remaining leg sections.
  5. Tap the Dark Grey 29 jar, Blue 16 jar, and White 10 jar. Ants clear the remaining shell contours and boundary lines, exposing the light blue and white interior segments.
  6. Tap the Red 52 jar, Hot Pink / Red 18 jar, and Cyan 32 jar. Red ants consume the remaining crab segments, keeping the bays moving smoothly as the lower character clears.
  7. Tap the Blue 43 jar, White 2 jar, and Dark Grey 20 jar into the bays. Dark Grey and Blue consume the inner shell border and structural pixels.
  8. Tap the Cyan 30 jar, Cyan 32 jar, and White 5 jar. Cyan ants carve away the bulk of the spiral shell segments.
  9. Tap the Red 29 jar and Cyan 30 jar to strip the remaining claw accents and shell ridges.
  10. Tap the Blue 9 jar, Cyan 10 jar, Orange 20 jar, Red 24 jar, and Dark Grey 25 jar. The ants clean up the final pixel clusters across the entire board to finish the level.

On this board:

BlueDark GreyWhiteOrangeCyanRedPadlock

Moves that cost you the level

  • Tapping Cyan 51 too early while shell spirals are still covered by Dark Grey outlines → Cyan ants find no exposed pixels, stalling a bay for multiple rotations.
  • Sending both White jars to bays before the shell segments are uncovered → White pixels remain locked under blue outer borders, causing buffer gridlock.

Quick tips for Level 68

  • Prioritize Dark Grey jars whenever exposed borders match; Dark Grey acts as the outline holding back inner Cyan and White fills.
  • Keep at least two bays free before unlocking padlocked jars to handle whatever colours are revealed behind them.
Board breakdown5 notes
Layout
A hermit crab facing left with a large spiralled blue-and-cyan shell on its back. Below the board sits an ant hole, five holding bays, and a tiered jar grid featuring padlocks.
Goal
Clear all pixel clusters comprising the hermit crab and shell using matching jars from the grid.
Opening
Tap Blue 30, Dark Grey 57, and White 10. These colours target outer exposed boundaries and eye pixels without stalling bays.
Trap
Cyan 51 and White jars stall indefinitely if deployed before Dark Grey 57 removes the outer borders encasing the shell.
Mechanic
Locked jars require adjacent jars to be cleared to remove padlocks and expose the colours underneath.

Level 68 questions

  • Which jar should I tap first on Level 68?

    Start with the Blue 30 and Dark Grey 57 jars to strip the exterior shell outlines and claw boundaries.