The twelve campaign maps in Craftlings look like separate production puzzles, but they punish the same mistake: opening traffic before the destination is safe. A worker carrying the right resource is still a loss if a ladder sends it away from the receiver, a lift returns it to the wrong floor, or an active workshop spends the last coins on tools nobody needs.
This walkthrough follows the campaign order from Stranded to Nothing Left. It focuses on the dependency that clears each map, where to isolate workers, which production branch can wait, and what to check when delivery stalls. It does not cover every optional task or leaderboard rank. The current game also has separate Scenario maps, so this is not a guide to Shark of Wall Street or Apollo 67.
Stabilize traffic before you build the economy
At the start of a map, pause and inspect every open edge, ladder, personal lift, cargo lift, balloon, enemy, and prebuilt foundation. Then create a controlled loop:
- Stop both directions first. Put stoppers or signs before drops and enemies. Disable ladders and lifts until their destination is ready.
- Assign a floor to each job. Leave enough workers with the Town Hall, the basic tool sheds, and every remote receiver. Do not rely on the whole population wandering into the correct tier.
- Build only the next conversion. Wood, stone, planks, and iron unlock most early Town Hall gates. Wine, hammers, sculptures, bread, ropes, and weapons should start only when the objective or next upgrade calls for them.
- Test one item through the route. Watch a single log, stone, iron unit, or weapon travel from producer to receiver. Fix its direction before enabling full production.
- Shut down completed branches. Tool buildings consume coins while active. A finished upgrade is the signal to stop its feeder line, not an invitation to fill storage.
Ladders move workers, but carried bulk resources often need a cargo device or a level route. Tools and weapons are another special case: several objectives are easiest when you drop the item on a free Craftling near the building that consumes it. A Cargo Lift that moves stone perfectly does not prove that a pitchfork or spear will follow the same route.
Gold is the second map-wide constraint. Build a Market early enough to sell deliberate surplus, and click sea barrels when a map uses them as a recovery source. Skeleton bones are valuable bridge income on combat maps. Do not respond to low gold by leaving every producer running; that increases tool demand and can deepen the shortage.

Stranded: route five stones to the Siege Workshop
Build the Town Hall inside the starting enclosure and use the opening axes to establish wood production. Town Hall level 2 supplies dynamite. Break the crates on both sides, but do not release the workers to the right yet: the stone deposit is on the left, while the incomplete Siege Workshop sits beyond the gap on the right.
Place the Mining Shed where logs can reach it, produce a pickaxe, and begin the five-stone objective. The important puzzle is transport, not mining. Reuse recovered crates to bridge the small gap beside the cargo lift below the workshop. Confirm that the lift can raise one stone into the receiver, then disable the stopper to the right of the ladder. Releasing that stopper before the bridge exists sends resource carriers toward the water and forces another mining cycle.
Once all five stones complete the Siege Workshop, its ballista becomes the objective tool. Firing costs coins and includes a reload delay. Keep the Market and any barrel income available, stop unnecessary tool production, and trigger volleys until the corrupted octopus is defeated. A miss is expected feedback from the weapon, not proof that the workshop was placed incorrectly.
Surrounded: turn carrots into five safe fights
Place the Town Hall toward the left side of the main platform so stone from below has a short return path. Build the Lumberjack’s Hut and houses without clearing every tree; the map’s starting timber is sufficient only if it is not wasted. At level 2, use dynamite on the crate blocking the left ladder, establish a Mining Shed, and place a cargo lift at the lower deposit. A stopper should admit tool users while keeping unarmed workers out of the combat lane.
The level 3 upgrade opens the movement and combat spells used by this mission. Parachute brings a worker down safely, Soap Bubble raises one toward the next platform, and Mana Blessing improves the odds of a weapon user landing attacks. Feed carrots from vegetable beds into a Training Spot to make pitchforks. Keep a Cauldron supplied before spending mana on repeated transfers.
Attack the skeleton on the right first. It opens more stone and trees and gives a clean place to learn the Wizard’s Tower health bonus. Bubble one armed Craftling onto the platform, apply Mana Blessing when the fight begins, and have a replacement ready rather than sending unarmed traffic behind it. Use dynamite and movement spells to reach four more skeletons. The map ends after five defeats; the extra enemies and small kitchen task belong to optional cleanup.
Abandoned Mine: build the castle from local production cells
The castle requires 15 stone, 5 iron ore, and 5 spears. The map scatters producers across vertical tiers, so divide the opening workforce instead of allowing every Craftling to follow the first active ladder. Keep a small crew with the Town Hall, another by the incomplete Lumber Mill, and most workers near the Sapling Farm and Lumberjack’s Hut. Disable personal lifts until the receiving floor has stoppers.
Finish the Lumber Mill with three wood and three stone. The remote Mining Shed feeds stone upward through a relay of cargo devices; prove each handoff before opening the next. A Training Spot near the Town Hall converts carrots into pitchforks, which clear the skeletons blocking the logistics route. Sell their bones to fund lifts and production rather than keeping a finished wood line active.
Upgrade the Town Hall with planks, then build the food chain needed by the Iron Mine. Put the Wheat Farm, Well, and Chicken Coop where their outputs can meet, but place a Lumberjack’s Hut and Mining Shed on the same working tier as the Chicken Coop and Iron Mine. Their axe and pickaxe inputs are awkward cargo, and local tool production avoids a stalled cross-floor route.
Raise iron to the castle floor. For spears, route planks into a Small Armory and drop pitchforks on nearby free workers so they carry them into the armory. Repeat that short manual handoff for each finished spear at the castle. Do not open the castle approach until stone and iron transport are already stable; otherwise ordinary workers can leak into a route that has no productive return.
Expedition: finish the Military Academy before the Shipyard lane
Workers fall from the opening portal onto a small platform. Place the first ladder immediately, turn it off after the group climbs, and guard both edges. The incomplete Military Academy is here, but the top platform should handle early wood, stone, planks, and regrowth. Put the Market on the middle tier so both upper and lower production can reach it.
Open the three-bone reserve on the right with dynamite. Selling those bones creates the early budget for the Market and transport. The existing tavern and grape beds are not the first priority; keep their access closed until a Cauldron can turn surplus wine into useful mana. Complete the plank upgrade, then create the iron chain on the lower platform or keep only its Wheat Farm below and send wheat to the tool tier above. Either layout works if one test item reaches the Town Hall before the line is expanded.
At Town Hall level 5, put the Worker’s Outpost, Kitchen, Artist, and wine supply close enough to make hammers and sculptures without a long detour. The sculptures finish the Military Academy. Build a Rope Factory with flax beds on the lower tier while that construction runs.
Do not spend a pile of spears on the armored skeletons guarding the Shipyard. A completed Military Academy awards spears and converts a spear plus iron into a mace. One spell-buffed mace carrier can clear each guard, and each armored skeleton drops a replacement mace. Only after that lane is safe should you connect terrain to the Shipyard.
Each ship consumes a route involving planks, rope, wine, and a mace. Arrange those four deliveries as separate inputs, observe the first ship launch, and leave the same lines running for two more. The mission is complete when all three ships depart. If one input counter never moves, inspect that feeder alone instead of rebuilding the entire settlement.
Restless Dunes: build one sword path to Anubis
Join the lowest floating pieces with the starting crates, then stopper both ends before releasing workers from the portal platform. The Market fits well on the middle tier below the Arena foundation, with one or two workers reserved for its cargo handoffs. Wood, stone, planks, and iron belong on the larger lower area; use dynamite to flatten buildable pockets and terrain magic only where it shortens an active route.
This mission needs Town Hall level 6. Place the Wheat Farm below Anubis and keep the Chicken Coop, Iron Mine, and their tool supply together. A Cauldron can consume excess wheat for the mana needed to join platforms. At level 5, add the Artist, Tavern, grape and carrot beds, Kitchen, and Worker’s Outpost. Sculptures serve both the final Town Hall upgrade and the incomplete Arena, so set a stopper that prevents them from being sold accidentally.
The weapon chain is longer than the boss route: pitchforks become spears, spears become maces at the Military Academy, and the Arena combines maces with bread and bones to make swords. A Windmill and Bakery provide bread; a Fishing Spot supplies bones. The level 6 reward can provide the first sword, but the Arena is the reproducible source and also satisfies its construction objective.
Send one sword carrier to Anubis only after the platform has a safe arrival point. Apply the shield and accuracy-related combat buffs available in the live spell bar. If the carrier reaches the platform without the weapon, fix the final handoff; if the fight starts but fails, produce a replacement and check mana before changing the whole weapon chain.
Stolen Crown: treat every tree as a finite budget
This map gives many crates and axes but does not regrow its starting trees. Link the four main platforms with crate bridges, add an extra safe tile for a stopper at each outer edge, and harvest only where a building must stand. Do not destroy a tree merely to make the settlement symmetrical.
Build the Lumberjack’s Hut and Mining Shed, upgrade through planks, and switch each producer off as soon as its required batch is complete. Lower shelves beneath the main platforms hold extra timber and enemies; Parachute can place a small crew there, while cargo lifts return wood to the top. The Wheat Farm reward provides enough early pitchforks for ordinary skeletons. Save stronger weapons for the armored guard protecting the large wood reserve.
Town Hall level 5 is sufficient. Build the Tavern, grape beds, Worker’s Outpost, and Artist, then make sculptures for sale rather than spending them on an unnecessary level 6 upgrade. The Sphinx asks for 1,000 coins. Keep a dedicated route from Artist to Market, add bones and true surplus resources when useful, and stop at the required balance. If the economy stalls, look for an active Lumber Mill or tool shed consuming the same coins that the sculpture line is earning.
Mausoleum’s Order: keep the monument and weapon chains separate
The Town Hall starts at level 4 on the lower platform, while the mausoleum sits above. Expand the upper ground with terrain magic, expose its stone, and place the Iron Mine with local wood, stone, and tool support. Keep the Wheat Farm below and exchange only the inputs that truly need to cross tiers.
Iron unlocks level 5. Extend a safe production shelf from the mausoleum platform for the Tavern, grape beds, Worker’s Outpost, and Artist. Send sculptures down for the level 6 upgrade first; do not connect the Artist directly to the monument until the Town Hall has received its share.
The final objective is six sculptures and six swords at the mausoleum. A completed Military Academy supplies the starting spears, then turns them into maces. The Arena uses those maces with bread and bones for swords. Put the Windmill and Bakery beside the lower wheat route, build the Fishing Spot at water level, and send any required wine to the Arena tier. When all six swords exist, place them on free workers near the monument rather than hoping a general cargo line selects them. Open the Artist’s mausoleum route at the same time and watch both counters reach six.
World Wonder: put the Stone Quarry after every food consumer

Build the Town Hall and basic wood line on the bottom platform. Use the loose stone near the portal or the map’s food-to-stone option for the early upgrade, then add a Lumber Mill for planks. After terrain magic becomes available, widen the portal platform and establish wheat and iron production without opening the armored skeleton’s bakery route; combat is not required for the pyramid.
The Stone Quarry accepts food indiscriminately. It cannot tell the difference between a crop intended for stone and one that the Windmill, Bakery, Kitchen, Tavern, or Cauldron still needs. Place every higher-value food consumer earlier in the walking direction, or switch the quarry off while another batch is being made. This ordering decision is more important than maximizing the number of beds.
Upgrade through iron and sculptures, then use dynamite to expose the right side. Build a receiving bridge outward from the pyramid platform instead of pushing workers toward the cliff from below. Personal lifts should raise stone carriers and return empty workers to production. Test the filters with one stone and one empty worker. Once the loop is correct, feed surplus food into the quarry until 50 stones have reached the pyramid.
Winter Is Coming: reserve the best weapons for the Frost Knight

Recover the starting crates and rebuild them as paths to the Lumberjack’s Hut and Wizard’s Tower, with a stopper at every new edge. Use the loose pickaxes to reach stone and establish the Market. The prebuilt Iron Mine is not required: four loose iron units on the lower platform can satisfy the next Town Hall gate if two workers are sent down safely.
The Fishing Spot provides the cleanest early cash. Reach the four-rope pile, stopper the water edge, and use the ropes with wood to make four bones. Selling them creates enough capital to expand. Later, flax beds and a Rope Factory can replace the limited pile. Feed excess crops into the Cauldron and use terrain magic to build a compact shelf above the Town Hall for the Kitchen, Worker’s Outpost, Training Spot, and Artist.
Reach level 6 for the sword reward, but also produce several pitchforks and spears. Clear ordinary skeletons with the cheapest workable weapon and use the armored skeleton’s dropped mace against the final target. Do not let the first sword carrier stop to fight every enemy on the route.

The launch route reports 15 HP for the Frost Knight. Begin with the sword carrier under Mana Blessing and Mana Shield, then finish with the saved mace or spears if the first worker falls. A failed first attack is not a reason to rebuild the base; it is a signal to check remaining weapons, mana, and the stopper that keeps replacements out of unrelated fights.
Volcano Delivery: prove the vertical gem route one tier at a time
Use the broad central platform for the Town Hall and keep one worker there for cargo control. The bottom tier should make wood, stone, planks, and eventually gems. Place the Market one tier above it with a cargo lift directly underneath, so ordinary surplus has a short sale route. Switch the Gem Mining building off until bread and spare pickaxes are ready.
Build wheat and its Well on an upper shelf, then send wheat down by balloon to the Chicken Coop and Iron Mine tier. The Artist, Tavern, grape beds, Kitchen, and Worker’s Outpost can occupy another isolated platform. Cargo devices should connect these cells; ladders are for positioning the small workforce that operates them.
After sculptures unlock Town Hall level 6, add a Windmill and Bakery beside the Wheat Farm. The launch route uses one bread and three pickaxes for a gem; verify that recipe in the current building panel. Turn Gem Mining on only after both inputs are waiting. Ignore the risky cave gems unless production truly cannot start.
Raise the first gem through each cargo lift, then use personal lifts for the final reach to the Zeppelin. Stopper placement matters more than worker survival at this height: a gem carrier that turns at the last ledge can drop the objective back into the chain. When one gem registers, enable the full line and deliver six.
Trapped: repair the Drill with three synchronized inputs
Workers begin on a suspended platform. Stop both edges, place the Town Hall there, upgrade to level 2, and use sea barrels for the first coins. Build the ladder down only after a stopper blocks the skeleton on the left. A lower Mining Shed and Market provide the stone and income needed to establish planks and a Sapling Farm.
The Drill Station consumes iron ore, wine, and hammers. Build the Wheat Farm, Chicken Coop, Iron Mine, and their local tool suppliers near the drill side. Town Hall level 5 unlocks the Tavern; grapes supply its wine. A Kitchen makes the food bowl that a Worker’s Outpost converts into hammers.
Do not assume the three lines will finish together. Watch the Drill’s live counters. Turn off whichever branch reaches its requirement, then move spare workers and gold to the slowest one. If iron never arrives, inspect the pickaxe and meat inputs before adding another mine. If hammers never arrive, trace food into the Kitchen and the resulting bowl into the Outpost. The mission ends when the repair reaches 100%, not when the settlement has every available building.
Nothing Left: rebuild from one worker, then make a dragon lane
Place the Town Hall on the lower platform and use the single starting Craftling to establish wood and stone. Sea barrels supply the first mana and coins; once the Market is operating, sell planned surplus rather than the logs needed for expansion. Uneven terrain makes early placement tight, so flatten only the cells required for the Lumber Mill and iron chain. Buildings can be moved later after the spell is available.
The mission requires Town Hall level 6 and an Arena. Put the Wheat Farm on the middle shelf, keep the iron buildings by the lower stone deposit, and move finished houses to the upper shelf when production needs more room. Sculptures complete the last Town Hall gate.
Build the military chain deliberately: the Military Academy converts spears into maces, while the Arena needs maces, bread, and bones to make swords. Bread comes from the Windmill and Bakery; place the Fishing Spot directly over water for bones. The launch walkthrough recommends roughly ten swords for the Frost Dragon. Treat that as a reserve target, not a fixed requirement: the live boss bar, weapon stock, and active buffs tell you whether the next attack is safe.
Create a terrain ledge below the dragon and put a personal lift under it. The stopper at the ledge edge must be active before the first sword carrier arrives. Equip the group, release only the attackers, and apply Mana Blessing and Mana Shield as each fight begins. The written route reports a 99 HP dragon whose individual attacks deal little damage, so several sword users can wear it down; a current-client balance change should override those launch values.
Diagnose the missing state, not the whole settlement
| What you see | Likely missing state | Smallest useful correction |
|---|---|---|
| A resource reaches the correct floor but not the objective | Worker direction or receiver approach is wrong | Stop production, place one test item, and change only the last stopper or lift direction. |
| The Market earns less than tool buildings spend | A completed feeder line is still active | Disable the Lumberjack’s Hut, Mining Shed, Training Spot, or armory whose batch is already complete. |
| Iron production has food but no output | The Chicken Coop or Iron Mine lacks its local tool | Place the relevant basic tool shed on that tier; do not depend on a cargo route that cannot carry the needed handoff cleanly. |
| Sculptures are being sold during an upgrade mission | The Artist route reaches the Market before the Town Hall or monument | Close the sale branch until the required counter is filled. |
| Food disappears before bread, wine, or hammers are made | The Cauldron or Stone Quarry is consuming the shared stream | Move the higher-priority consumer earlier or switch the broad consumer off for one batch. |
| Armed workers never reach the boss with their weapon | The weapon was not assigned near the final lane | Carry or drop the weapon beside a free worker at the last safe platform, then open only the boss route. |
| A launch walkthrough and the current UI disagree | Post-launch balance, scenario, or quality-of-life change | Use the current objective panel, recipe tooltip, and health bar; keep the route logic but discard the old number. |
The campaign is solved when each map becomes a short chain with an observable input, handoff, and receiver. Keep the rest of the settlement quiet. That makes a failed delivery readable: one worker turned the wrong way, one tool never reached its building, one consumer took a shared ingredient, or one expensive producer stayed on after its job was done.
Evidence boundary for the campaign
The official Craftlings Steam page supplied AppID 1771110, ARIANO Games GmbH developer and publisher credits, the January 15, 2026 release date, feature metadata, and the five untouched 1920×1080 JPG screenshots used here. The official Steam news feed supplied the March 1.1 Scenario boundary and the July 7 Apollo 67 update.
The twelve-map order, objective counts, production dependencies, transport risks, and launch-era boss values were reconciled across twelve readable level walkthroughs plus their walkthrough hub. A warning-marked Steam Community guide exposed only video links and was not used for route facts. The thin community wiki and Steam-description mirror added no independent route evidence. A trainer promotion described survival meters, multiplayer, night raids, open-world travel, and items that conflict with the official single-player puzzle-strategy game, so none of its claims were used.