TOY CRANE / Level 1–500 roadmap
Levels 1–500: A Roadmap Through Every Band
Five hundred levels sounds like a lot, but split into bands of a hundred, each one has a clear skill to learn. Here’s a map of where you are and what to prepare next.

How levels work
TOY CRANE runs from level 1 to 500. Each level has a fixed pile and nothing respawns: you must win every prize on the board to move on. So a level isn’t about how many you win, it’s about how you deal with the last awkward one.
Every 10th level is a boss stage, and every 50th pays a milestone bonus. Clearing a level pays bonus coins and adds a little to the piggy bank. The bands below describe the general flow; individual boards vary, so read them as “what you’ll see a lot of” rather than strict rules.
| Levels | Main prizes | Key skill |
|---|---|---|
| 1–100 | Basic plush animals | Two-view aiming, using the chute lip |
| 101–200 | Bigger, rarer plushies | Turning big prizes, making space |
| 201–300 | Balls, toys, boxes | Handling rolling and boxy prizes |
| 301–400 | Challenge plushies | Slippery shapes, tight packing |
| 401–500 | Everything mixed | Reading the board, planning order, items |
1–100: building the basics
The first three levels contain only small plushies, and you get to try the top claw, Golden Titan, until you clear level 3. It grips well, which makes it ideal for learning what a good line-up feels like. When you switch back to the Basic Claw afterwards, the game will feel harder. That’s expected: a weaker claw asks for more precise aim.
This band is mostly bears, bunnies, chicks, frogs, penguins and other basic animals, many with arms, ears or legs for the prongs to catch. Two habits matter most here:
- Two-view aiming: left/right from the front, depth from the side. Make it automatic now and later bands get much easier.
- The chute lip: a prize that lands on the lip is a light push away next round.
Claws: the Basic Claw is enough. Once you have coins, Mini Pinch (150) suits this band well, with short strong arms for small prizes. Upgrades add 1% grip per level, so one or two levels won’t transform a claw; here, saving for your next claw is usually better value than upgrading.
101–200: big prizes and space
Bigger and rarer plushies arrive. They’re heavy and fill the claw’s span, so not every pose is grabbable. A big prize lying face down or on its side may need a round just to change its pose. If a bear is face down, lifting one end (head or bottom) rather than the middle can roll it into a better position for the next try.
Space is the other theme. If a big prize is surrounded by small ones, there’s no gap for a prong. Clear the small ones first to open room around it.
Claws: Long Reach (220) opens wide enough to wrap big prizes, but its grip is weaker, so aim precisely over the centre of mass. See Centre of mass. Start filling the piggy bank steadily now for the bands ahead.
201–300: balls, toys and boxes
Non-plush prizes take centre stage. Balls (tennis, soccer, basketball, beach ball, bouncy ball) are round, give the prongs nothing to hook and roll at a touch. Boxes (miniature box, gift box, capsule toy) are angular and their corners catch on the floor. Toys (rubber duck, toy car, puzzle cube, squishy donut, robot toy, toy plane) each need their own approach.
- Balls: target ones resting against a wall or another prize so they can’t roll away. You can also use their rolling to nudge them toward the chute.
- Boxes: let the prongs wrap diagonally across a corner instead of the middle of a flat face.
- Toys: look for a “handle”, such as a plane’s wings or the gap between a car’s wheels.
Claws: Rubber Grip (420), with high-friction rubber pads, shines here and holds even slippery balls. It closes slowly, though, so a free ball can roll away before the prongs shut. Use it on balls that are propped against something.
301–400: challenge plushies
Back to plushies, but the tricky ones. Round shapes like the hamster, chick or strawberry are clusters of soft spheres and slip easily, and in tight layouts grabbing one disturbs its neighbours. This is where many players stay on a single level for a while for the first time.
When you feel stuck, question your order before your skill. If you’re on your fifth try at the same prize, it’s probably in an ungrabbable pose. Take something else first, move it with RELEASE, or reshape the board with Shake.
Claws: this is a good time to aim for Golden Titan (950), the best all-rounder in reach, span, grip and slip resistance. Once you own it, put spare coins into its upgrades. Compare claws in Choosing a claw.
401–500: everything at once
Plushies, balls, boxes and toys share the same board, and you’ll need every earlier skill. Consider switching claws per board: Mini Pinch for lots of small plushies, Rubber Grip for ball-heavy boards. Claws are yours to keep once bought, so a varied collection pays off here.
Reading the board matters most at this stage. Before inserting coins, drag the view around the whole machine. Note what sits near the chute, which prizes are supporting others, and where balls could roll. That one look saves credits over the whole level.
Boss stages and saving items
Boss stages every ten levels are tougher than usual, so saving items for them is a good habit. Try to solve normal boards without items and spend them freely on bosses.
- Levels ending 1–8: items only when truly stuck. Build coins and feel.
- Levels ending 9: the boss is next. Check your wallet and item count; if coins are low, take a break to refill or check the piggy bank.
- Levels ending 0 (boss): use Shake when the board locks up and No-Open to finish prizes on the chute lip.
Saving shouldn’t become never using. If you keep burning credits on an ordinary board, one item to get past it is often cheaper.
Clearing a crowded board
- Anything on the chute lip: always first.
- Easy prizes near the chute: a shorter carry means less chance of a mid-air drop.
- Clear the chute area: with open space near the chute, later prizes drop straight in without bumping others, and distant prizes have room to roll closer after a shake.
- Small prizes at the edges: whittle the pile from the outside in.
- Big, heavy or buried prizes: last, once there’s room.
If the last one or two prizes are in awkward poses, don’t force a lift. Use rounds to drag them closer: even when the claw can’t lift a prize, the closing prongs pull it a little each time. See Chute tips and Positions for more.