Tool Workshop in 99 Nights in the Forest — Assemble the Anvil, One Craft at a Time, and Let Your Biome Choose the Helmet
The Tool Workshop is the only crafting station you have to build before it builds anything: three floors of stone brick, two cultists and a crossbow cultist guarding them, an anvil you assemble from three pieces scattered across the floors, and a queue that only ever runs one item at a time. This page covers how to open it, what is inside, how the Meteor Shower turns it into a lava version that never goes back, the Radar that points you at it, the tool-versus-trader naming trap, and the thing most guides never state: which helmet you can craft is chosen by your biome, not by you.
Tool Workshop in 99 Nights in the Forest
Every other crafting station in the game is something you walk up to and use. The Tool Workshop is the exception: the station does not function until you have taken it apart and put it back together. You clear the cultists out of a three-floor stone building, find three pieces of an anvil on different floors, and drag them into a highlight on the ground floor before the anvil will craft anything for you.
Two things about it are easy to get wrong, and both cost you a whole run if you get them wrong. It only ever makes one item at a time, so your order matters. And which helmet it offers is decided by the biome you rolled at the start of the run, not by a menu you can shop around in.
Quick Answer
| Question | Answer |
|---|---|
| What it is | A three-floor stone-brick building with a crafting anvil at its centre |
| Also called | The Anvil, the Anvil Building, the Tools Workshop — same place, three names |
| Found on the map as | An anvil icon, but only once you have already discovered it |
| Guards | Two cultists and one crossbow cultist |
| Floors | Three. The upper two are reached by climbing vines from the broken first-floor ceiling |
| To turn it on | Drag three anvil pieces into the highlight: base on floor 1, two upper parts on floors 2 and 3 |
| How many crafts at once | One. Pick a recipe and nothing else can be crafted until it finishes |
| What it offers | Three guaranteed items plus one randomly selected item, chosen at the start of the run |
| Biome rule | The helmet you can make follows your biome — see Which Helmet You Get |
| Meteor version | A Meteor Shower can turn it into a lava version permanently, with its own four recipes |
| How to find it fast | The Radar, or wait for a meteor to land on it |
What the Building Is, and How to Recognise It
It is a large stone-brick building that looks like a small castle. The first floor has a broken ceiling, and vines grow up out of that hole — climb them and you reach the second and third floors. Once you have found the place, it shows on your map as an anvil icon.
The awkward part is that the workshop spawns at a random spot, and the map icon only appears after you have discovered it yourself. So walking the whole map is the default method, and there are two shortcuts described below.
Guarding it are two cultists and one crossbow cultist. Those are the same enemies described on our Cultist Stronghold page; the fight is a normal cultist fight, but it happens inside a building with three floors to fall off, so clear the ground floor before you commit.
How to Turn It On
The sequence is short but the order is not optional:
- Clear the two cultists and the crossbow cultist.
- Go up. Search the floors for anvil pieces.
- Assemble the anvil. Drag all three pieces into the highlighted area on the first floor — the base on floor 1, the two upper parts on floors 2 and 3.
- Pick a recipe. From that point on, only one craft at a time.
The Campfire Level Question Nobody Settles
What level the workshop needs before it will open to you is stated inconsistently by three sources, and we are not going to pretend they agree:
- One structure database lists the prerequisite as campfire level 2 or higher.
- One guide says the workshop "usually spawns at Level 3 campfire or higher."
- A second guide states campfire level 3 as a requirement, which is the number our own Infernal Helmet page records from a single source.
Read that list as "somewhere between level 2 and level 3, and nobody has announced which." In practice it means the workshop is a mid-run destination, not a Day 2 errand: you should not build a run plan that assumes you can reach it on the first night.
Which Helmet You Get, and Why It Is Not a Choice
This is the part most guides skip entirely.
The anvil's recipe list includes two helmets: the Mammoth Helmet and the Infernal Helmet. A wiki's trivia note records that the craftable Infernal Helmet used to be called the Mammoth Helmet — the name split when the game gained a second cold-ish biome. One guide states the rule directly: the third helmet is chosen by the biome you spawned into, the Mammoth Helmet with the Snow or Jungle biomes and the Infernal Helmet with the Volcanic one.
So the practical reading is:
You do not pick your helmet. The biome you rolled does.
Which means a run can plan for the Mammoth Helmet or the Infernal Helmet during the run's planning stage, but not both, and not on demand. Both recipes are cheap in materials next to what the helmet gives you, so the thing to plan around is the other three slots, which you control.
Our Infernal Helmet page has the full recipe and the shell-and-antler grind. This page is about the station, not the helmet.
One Craft at a Time — and What the Queue Costs You
Once a recipe is selected, it cannot be cancelled and nothing else can be crafted until it finishes. Before you choose, look at what is actually available in a run:
- Hammer and Bandages — always available
- One helmet — determined by your biome
- One item from a random four — the Chainsaw, the Riot Shield, the Tactical Shotgun or the Thorn Body
That is a station with four slots per run, and the fourth one is a lottery. If the random item is the one you wanted, you can take it only by giving up one of the guaranteed three.
The Bandage Inflation Nobody Adds Up
The bandage recipe is not a fixed price. Two sources state the same rule in the same words: every bandage you make raises the next one's ingredient count by one — starting at 2 Bunny Foot and 2 Wolf Pelt.
Adding that rule up for ourselves:
| Bandage # | Bunny Foot | Wolf Pelt |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 4 | 4 |
| 4 | 5 | 5 |
| 5 | 6 | 6 |
| Total for five | 20 | 20 |
That table is our arithmetic on a rule the sources state, not a number any source prints.
The useful half is the comparison the sources make in passing and never follow through on: the Hammer's price never rises, no matter how many you make. So the Hammer and the bandages are not interchangeable refill tools. The Hammer is repeatable at a fixed cost — one source states it as 5 Log and 5 Scrap — while each bandage makes the next one slightly more expensive, and nobody has published whether that climb has a ceiling.
A Sensible Order, Stated as Reasoning Rather Than as Fact
Putting those two rules together gives a queue that is almost forced:
- Craft the Hammer early. Fixed price, repeatable, and it moves structures that normally will not move.
- Take the helmet when materials are in hand. It is the item with the long grind behind it — the Antler and the Scorpion Shells are kills, not craftable goods.
- Leave a cheap slot for the random item. If you want the random Chainsaw or Riot Shield, the slot you give up should be the one that does not strain your run. Bandages are renewable at a rising price; the Hammer is flat. Which of the two you sacrifice is your call, and no source ranks them for you.
What Is Inside
Beyond the anvil you are assembling, the building has a loot side worth the trip on its own:
| Inside the Tool Workshop | Notes |
|---|---|
| Anvil Piece ×3 | The base on floor 1, the two upper parts on floors 2 and 3 |
| Scrap | Guaranteed |
| Fuel | Guaranteed |
| Healing items | Guaranteed |
| Cake | Guaranteed |
| Leather Armour | Guaranteed |
| Mossy Coins | Guaranteed |
| One chest | Guaranteed on the third floor |
That item list is from one structure database, corroborated in outline by two guides. The one detail the wikis agree on absolutely is the chest on the third floor.
Scrap is worth calling out separately: it is the ingredient in almost every anvil recipe, and our How to Get Scrap page covers where it comes from generally. What this building gives you is the reliable portion.
The Meteor Version Never Reverts
A Meteor Shower does not simply drop loot near the workshop. One structure database states that when the event happens, the workshop permanently transforms into a lava-like version with different inhabitants — Meteor Crabs replace the cultists — and a different recipe list.
What the transformed version offers is four meteor-tier items: an Axe Trim Kit, an Armor Trim Kit, Obsidiron Boots and an Obsidiron Chest Blueprint, built from Meteor Shards, Gold Shards and Obsidiron Ingots mined out of the crash site. That is a different station doing different things, and our Obsidiron Hammer page covers the meteor side of the game in more depth.
Two consequences worth holding onto:
- The normal recipes are gone for the rest of that run, not just while the meteors fall. The transformation is described as permanent, so if you were saving an anvil slot for the helmet, that plan is dead after the meteor lands.
- Wanted the helmet anyway? Our Infernal Helmet page notes the second anvil that appears after a Meteor Shower from day 5 onward, so that is where to look instead.
Three Names, Three Different Stations
Players mix these up constantly, and one of the three is not even a building:
| Name | What it is |
|---|---|
| Tool Workshop | This page. A structure with three floors, a cultist guard and an anvil you assemble |
| Tool Trader | A merchant, not a shop. He sells the old taming flute for coins, and he is where the chain on our Pelt Trader page ends up |
| Crafting Bench | The camp-side station you upgrade with wood and scrap. Different recipes, no anvil, no building to storm |
If a guide tells you to "get the Old Rod from the Tools Workshop," it means the Tool Trader. There is no anvil in that transaction.
How to Find It Without Walking the Whole Map
Because the workshop spawns in a random spot and only shows an icon after you discover it, there are two shortcuts:
- The Radar. Crafted at the Tier 3 Crafting Bench for 10 Scrap and 15 Wood, it points at the Tool Workshop, the Tool Trader, the Cultist Stronghold and the Locked Caves. Each scan costs 15 Scrap. One guide adds the detail that it will mark the location even without expanding the map first, as long as you built the Map before scanning. That recipe comes from a single source, so treat the exact costs as likely rather than certain.
- A meteor. When meteors crash across the map, one lands on the Tool Workshop and marks it. If you are holding out for the meteor version anyway, waiting for the event solves two problems at once.
Failing both, it is a three-floor stone castle with vines, which is recognisable from a distance.
Where the Recipes Disagree
Two sources publish the anvil's recipe list and they do not match. The disagreements are small but they change what you save for:
| Item | One source | The other source |
|---|---|---|
| Chainsaw / Tactical Shotgun / Thorn Body | Cultist Gem 4, Bear Pelt 4, Alpha Wolf Pelt 2, Scrap 10 | Cultist Gem 4, Bear Pelt 4, Wolf Pelt 6, Bunny Foot 6, Scrap 10 |
| Riot Shield | Cultist Gem 4, Bear Pelt 4, Wolf Pelt 6, Bunny Foot 6, Scrap 25 | Listed together with the other three, same as they are |
| Mammoth Helmet | Mammoth Tusk 2, Wolf Pelt 2 | not listed as biome-gated |
| Infernal Helmet | Antler 1, Scorpion Shell 6 | Mammoth Tusk 2, Wolf Pelt 2 |
The first row is the one that matters, because it decides whether you farm Alpha Wolf Pels or Wolf Pelts plus Bunny Feet.
Our own pages take the first reading: our Thorn Body and Riot Shield pages both list the Alpha Wolf Pelt version, and the wiki table is the more detailed of the two — it also records the Riot Shield's separate 25 Scrap, which the second source flattens away. We present the disagreement rather than picking silently, and each item keeps its own page with its own sourcing.
FAQ
Is the Tool Workshop always on the map? No. It spawns at a random position, and its anvil icon only appears once you have discovered it.
Can I craft two things at once? No. One recipe at a time, and you cannot cancel it.
Do I have to build the anvil every run? The anvil is part of the building, not something you carry, so nothing about it resets between runs — but the workshop's contents and its guards do.
Which helmet can I make? The one matching your biome: the Mammoth Helmet with the Snow or Jungle biome, the Infernal Helmet with Volcanic. Two guides agree on this; a third just lists both as available.
What happens if a Meteor Shower hits? The workshop becomes a lava version permanently, with four meteor recipes and Meteor Crabs instead of cultists. The normal recipes do not come back that run.
Is the Tool Trader the same thing? No. The Tool Trader is a merchant, and the workshop is a building. See the comparison above.
Is the campfire level requirement real? Two sources say level 3, one says level 2. We publish both rather than guessing.
Sources
Checked 2026-10-03.
Two or more sources agreeing: the three-floor stone-brick appearance with climbing vines, the anvil icon on the map after discovery, the two cultists plus one crossbow cultist guard, the three anvil pieces split across the floors, one craft at a time with no cancel, and the three guaranteed items plus one random item from a four-item pool — all stated by two or more of the sources we checked.
Single source, flagged: the guaranteed loot list inside the building; the campfire level 2 prerequisite; the campfire level 3 prerequisite on our Infernal Helmet page; the Hammer recipe of 5 Log and 5 Scrap; the Radar recipe and scan cost; and the meteor transformation with its four recipes.
Single source for a rule we then applied ourselves: the bandage ingredient increase (one wiki, restated by a second guide). Our bandage cost table is our own addition of that rule.
Disagreement we record rather than resolve: the campfire level, and the Chainsaw / Tactical Shotgun / Thorn Body pelts and scrap counts. Both are laid out above.
Nobody publishes: whether the bandage price increase has a maximum, whether the biome helmet rule is stated by the game itself or inferred from which recipes appear, and whether the meteor transformation can be reversed.
Related Pages
- How to Get the Infernal Helmet — one of the two biome helmets, and its shell-and-antler grind
- How to Get the Riot Shield — one of the four random anvil items
- How to Get the Thorn Body — the other random anvil item, and the recipe disagreement
- Warm Clothing — where the Mammoth Helmet sits on the warmth ladder
- The Mammoth — where the Mammoth Tusk comes from
- The Scorpion — where the Scorpion Shells come from
- The Cultist King — where the Antler comes from
- How to Get Scrap — the ingredient in nearly every anvil recipe
- Obsidiron Hammer — the meteor side of the workshop
- Cultist Stronghold — where the workshop's guards come from
- All Locations — every structure on the map, including this one
Keep Reading
Crafting Bench in 99 Nights in the Forest — Five Tiers, Every Recipe, and the Name Five Sources Cannot Agree On
The Crafting Bench is the station beside your campfire that decides what your run is allowed to build: five upgrade tiers, a full recipe list from the 3-Wood Map to the 40-and-40 Weather Machine, which tier each item is gated behind, and the total the ladder costs you. It is also called the Grinder, the Upgrade Station, the Skills Building and the Upgrade Building by different sources — and the flute upgrade those building names belong to is not a bench recipe at all. Every recipe, every disagreement, and the order we would actually craft in.
Frog Cave: the Eight-Key Dungeon Under the Whirlpool — the Frog King's Split Chain, the Chest Rates, and the Badge That Is the Real Payoff
Everything about the Frog Cave in 99 Nights in the Forest that the boss guide leaves out: the two gates (Campfire Level 2 and 8 Frog Keys), the whirlpool pond with its no-diving sign, what the room looks like inside, when the Frog King spawns, why killing him cascades into fourteen frogs, the Frog Chest's 1–3% rolls versus its guaranteed container, the cave pond fishing route, and the Beastmaster badge — including the reward number every source disagrees on.
Ice Temple: the Frozen Beam That Gives You Cultist Gems Without Playing the Last-Kill Lottery
The Ice Temple is a two-floor ice-covered cultist structure in the Snow Biome. What the central Frozen Beam actually does (it is the loot and the trap at once), which gems come from it, the Ice Chest on the second floor and the Legendary Chest, what the Boost Pad Recipe Tablet unlocks, the Ice Sculpting badge, the owl sigil that explains The Owl, and why this beats the Cultist Stronghold for gems.