Gecko Out Level 138 Solution | Gecko Out 138 Guide & Cheats
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Gecko Out Level 138: Board Layout, Rules, and Win Condition
What The Board Looks Like
In Gecko Out Level 138 you’re dealing with a tall, narrow board split into a busy upper half and a cramped lower “exit hub.” There are eight geckos:
- A pink gecko curled in the upper-left corner.
- A tall turquoise gecko running down the right edge.
- A green gecko wedged near the middle, pressed against the pink and turquoise.
- A brown gecko zig‑zagging around the center block.
- A short light‑blue gecko sitting just under that brown one.
- A long red gecko stretched horizontally across the middle of the board.
- An orange gecko boxed into the lower‑left room.
- A yellow gecko standing vertically in the lower‑right corridor.
Their exits are around the edges: red and pink exits at the very top, orange and green exits on the lower left, and a tight cluster of colored exits in the lower‑middle/right for the remaining geckos. Walls create a single main vertical “shaft” connecting the busy upper tangle to that lower exit hub.
Because geckos can’t overlap walls, each other, or the wrong exits, Gecko Out 138 feels like a multi‑lane traffic jam where every car is a bus.
How The Win Condition Shapes The Puzzle
You win Gecko Out Level 138 by getting every gecko to its matching colored hole before the timer runs out. Two things make this one tricky:
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Path‑following movement
Wherever you drag a gecko’s head, its body traces the exact route. If you draw big loops, the tail fills those loops and clogs corridors. If you draw clean, short paths, you free space for the others. On Gecko Out 138, messy paths almost always mean you’ll block the only shaft down to the lower exits. -
Strict timer
You don’t have time to improvise eight different paths on the fly. You need a plan: who exits first, who waits, and where you “park” bodies so they’re not sitting in the only lanes that matter. Once you’ve mapped that out, you can execute quickly and consistently beat Gecko Out Level 138 without boosters.
Pathing Bottlenecks and Logical Traps in Gecko Out Level 138
The Main Bottleneck: The Vertical Shaft
The biggest bottleneck in Gecko Out Level 138 is the vertical corridor that connects the upper tangle to the bottom exit hub. At the start, it’s essentially blocked by:
- The long turquoise gecko running down the right side.
- The red gecko stretched across the middle, cutting horizontally.
- The short blue and brown geckos that need to pass through that same shaft.
Only one gecko can realistically use that route at a time. If you park even part of a body there, everyone else waits. The entire strategy is about cycling geckos through this shaft in the right order and never leaving a “parked” tail inside it.
Subtle Problem Spots That Catch You
A few trouble zones make Gecko Out 138 nastier than it looks:
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The lower exit hub
There are several exits packed into a small space. If you snake a long gecko (like red or turquoise) through here just to “get it out of the way,” its tail may sit across one or two exits you haven’t used yet, forcing a restart. -
The boxed orange corner
The orange gecko in the bottom-left looks harmless, but if you ignore it, other geckos can end up blocking the doorway into that corner. You want to clear or at least partially free orange before the hub gets busy. -
The top corners
The pink gecko’s exit at the top-right and the red exit at the top-left share the same upper lane. If you send the wrong one first with a sloppy, winding path, you can leave a useless chunk of body across the top that makes the second top‑exit gecko painfully awkward to route.
When The Level Starts To Make Sense
For me, Gecko Out Level 138 clicked when I stopped treating each gecko as its own mini‑puzzle and started treating the board like a traffic system:
- The vertical shaft is the highway.
- The exits are off‑ramps.
- Small geckos get off the highway first so they vanish.
- Long geckos mostly stay parked along walls until the end.
Once you see it that way, the chaos turns into a queue: short blue → brown → orange/green → yellow → red → turquoise → pink. After that, it’s just execution and avoiding extra wiggles.
Turn-by-Turn Path Strategy to Beat Gecko Out Level 138
Opening: Clearing Space And Parking Safely
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Free the orange gecko early
- Drag orange straight toward its nearby orange hole in the lower‑left area.
- Use a minimal, straight path so its tail doesn’t snake into the central corridor.
This gives you one less body in the bottom half and opens that side for green later.
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Park the red and turquoise geckos
- Nudge the red gecko so it hugs the central block and/or left wall, keeping the middle as open as possible while still staying in the upper half.
- Pull the turquoise gecko up and snug along the far right wall near the top. Don’t send it toward its exit yet; you just want the vertical shaft down the right side clear.
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Prepare the small blue gecko
- From the middle, draw a clean, mostly vertical path down the open shaft into its matching blue exit in the lower hub.
- Avoid unnecessary turns; the goal is a slim, single‑file drop so it vanishes and doesn’t hog the hub.
This opening turns a cluttered mid‑board into a workable funnel, with one short gecko already gone.
Mid-game: Cycling Through The Shaft Without Blocking Exits
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Send the brown gecko next
- From its zig‑zag position around the center, guide brown into the same vertical shaft you used for blue.
- Drop it into its matching hole in the lower hub, again keeping the path tight to the wall and as short as possible.
With blue and brown gone, the lower hub has breathing room.
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Route the green gecko to the lower-left
- Pull green down through the shaft, then cut left toward the now‑open lower‑left exits.
- Thread it carefully so it doesn’t run across any hub exits you still need.
- Slide it into the green hole near where orange started.
This side‑steps the crowded center and removes another medium‑length body.
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Position yellow without jamming the hub
- Yellow starts in the lower-right corridor. If its exit is nearby, send it directly now with a short downward/sideways path.
- If its exit is in the hub, bend yellow through the middle only when blue and brown are gone, and make sure you don’t leave the tail lying over someone else’s exit.
At this point, the entire bottom half of Gecko Out Level 138 should be mostly empty. Only the big upper geckos—red, turquoise, and pink—remain, plus any one mid‑size you haven’t finished yet.
End-game: Tidy Exits And Timer Management
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Clear the top-left with the red gecko
- Draw a smooth route from red toward the top-left red exit.
- Hug walls and avoid looping over the center; when red disappears, you want the top lane free for pink.
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Exit the turquoise gecko
- Use the right wall as your guide and send turquoise straight to its matching exit (often in or near the lower hub).
- Keep the path vertical with only the turns you absolutely need. A wavy path here can still block multiple exits.
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Finish with pink
- Now the upper area is almost empty. Drag pink across the top corridor into the top-right pink hole.
- Because everything else is gone, you can take a reasonably direct line without worrying about blocking anyone.
If the timer’s low in Gecko Out 138, you can slightly overlap steps 7–9—start drawing red’s path while turquoise is still finishing, etc.—but only if you’re confident you won’t cross bodies.
Why This Path Order Works in Gecko Out Level 138
Using Head-Drag Pathing To Untangle, Not Tangle
The route order in Gecko Out Level 138 is built around the body‑follow rule:
- Short geckos (blue, brown) go first through the critical shaft so their bodies vanish and don’t stay in the way.
- Corner‑locked or side‑exit geckos (orange, green, yellow) leave as soon as there’s a clear, short path; they don’t need the upper traffic lanes.
- Long geckos (red, turquoise, pink) wait until late so you never have to draw big, winding paths around other bodies.
By constantly hugging walls and avoiding loops, you’re effectively “combing” the knot straight rather than pulling it tighter.
Balancing Planning Time And Speed
On Gecko Out 138, I recommend:
- Before moving anything: spend 5–10 seconds just reading lanes—find the vertical shaft, see which exits are in the hub.
- During the opening: move slowly and precisely; a single extra bend in red or turquoise can cost more time later than you saved.
- Once the short and mid geckos are gone: speed up. With only a few big ones left, it’s mostly about drawing clean straight lines.
You don’t need to rush every gesture; you need to avoid mistakes that force a restart.
Are Boosters Necessary?
Boosters are optional on Gecko Out Level 138:
- Extra time booster: nice if you’re still memorizing the route. If you use it, trigger it right after clearing the first two geckos (blue and brown) so you have a generous window for the big ones.
- Hammer/clear tools: usually overkill here; there’s enough logical space to solve it cleanly.
- Hints: if you’re truly stuck, one hint can confirm which gecko the game expects you to move first, which often aligns with this plan.
Once you’ve done the full route once or twice, you shouldn’t need boosters at all.
Mistakes, Fixes, and Logic You Can Reuse in Other Gecko Out Levels
Common Mistakes And How To Fix Them
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Parking in the vertical shaft
- Mistake: leaving part of red or turquoise sitting in the central corridor “temporarily.”
- Fix: always park long bodies along outer walls or around blocks, never in the main highway.
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Sending a long gecko first
- Mistake: exiting red or turquoise before blue/brown, which covers the hub in tail segments.
- Fix: prioritize short geckos for hub exits so they disappear and free space.
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Forgetting the orange corner
- Mistake: clearing the hub, then realizing you’ve walled off orange’s doorway.
- Fix: exit orange early with a direct path, before heavy traffic moves through the middle.
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Drawing decorative paths
- Mistake: zig‑zagging “just for fun,” which eats timer and clogs corridors.
- Fix: in Gecko Out 138, keep paths as straight and minimal as possible; every bend must serve a purpose.
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Rushing the final three
- Mistake: panicking when the timer is low and crossing paths between red, turquoise, and pink.
- Fix: remember the order—red to top-left, turquoise to its lane, pink last across the top—and draw one clean route at a time.
Reusing This Logic On Other Tough Levels
The approach that wins Gecko Out Level 138 works on similar knot‑heavy stages:
- Identify the “highway” corridor and keep it sacred.
- Exit short geckos through shared bottlenecks first.
- Clear side‑rooms and cornered geckos whenever you can reach their exits with a short path.
- Park long bodies tight to walls, not across intersections or hubs.
- Think in terms of traffic flow, not individual puzzles.
Any level with gang geckos, frozen exits, or multi‑exit hubs benefits from this same traffic‑flow mindset.
Final Encouragement
Gecko Out Level 138 feels brutal the first few tries, but it’s absolutely beatable once you respect the main shaft and stick to a clean exit order. After a couple of runs you’ll stop staring at the timer and start trusting the pattern: short through the shaft, corners next, long ones last. Once that clicks, Gecko Out 138 goes from “impossible knot” to “satisfying routine.”


