Gaming Guide

Valheim Deep North Guide: Working Through the Final Biome in 1.0

A complete look at reaching the frozen endgame, clearing both dungeons, and crafting Nord weapons from Bloodgold.

A complete look at reaching the frozen endgame, clearing both dungeons, and crafting Nord weapons from Bloodgold.

The Deep North is Valheim’s eighth and final biome, and it caps off the 1.0 update with a frozen continent at the very top of the map. It’s a harsh place of snowstorms, buried Viking villages, and ancient trolls, and it’s also the most tangled progression puzzle the game has ever asked you to solve. The path to the last boss runs through two dungeons, a metal you can’t mine normally, and a world event that spills enemies into biomes you’ve already conquered.

Quick answer: Sail north to the ice sheets, set up in an Abandoned Village, collect Frostcores in the Winding Tunnels to build the Frigid Kiln and Frost Foundry, craft an Intricate Key to open the Gates of Morkhalla, break the Malicious Ice to trigger a Jotun invasion, and offer three Malicious Blood at the Aesir Passage to reach the final boss.

Image credit: Coffee Stain Games

Getting to the Deep North by ship

The biome forms a continuous frozen landmass at the far northern edge of every world. Build a Longship or a Drakkar and sail north until you hit sheets of floating ice, then cross that frozen surface to land on the continent. Watch your hull on the way in, because ice flats can wreck a boat if you approach at speed.

Come prepared. Ashlands-tier gear and frost protection are the practical minimum, since snowstorms deal continuous freezing damage without frost resistance. Bring 15 Iron and portal materials so you can set up a return point the moment you land, and destroy a few frozen cadavers on the shoreline to stockpile Ice, which you’ll need later for the Frigid Kiln.

Tip: Abandoned Villages make the best forward base. These snow-buried settlements already have finished buildings, so you can walk into a house, patch the roof, drop a fire, a bed, and a portal, and skip clearing the deep snow layer that covers the rest of the biome. Spectral Vikings wander these places but won’t attack you.

Image credit: Coffee Stain Games

Winding Tunnels: the first dungeon to clear

Every large Abandoned Village hides a longhouse, and the biggest structure conceals a hole in the ground that drops you into the Winding Tunnels. This maze of thin, dark corridors is where all Deep North crafting begins, so it’s the first thing to tackle. Bring a Wisplight or another light source, and watch for a harmless drop trap that some tunnels place right at the entrance.

Two enemies live down here. Elakings can swarm in packs and drop Elaking Hair Bundle, while the Eyeless One tends to burrow under the surface and ambush you before dropping Long Claws. Look for Wardrobe Shafts fixed to the walls and break them all, since they open new paths and hide piles of rubble that contain the moulds you need for new weapons, armor, and the Intricate Key.

The main prize is the Frostcore, a blue snowflake-shaped node on the walls. You need 10 to build the Frigid Kiln and 10 for the Frost Foundry, so collect at least 20 before you leave. You’ll also find Luminous Larvae for crafting Hooded Lanterns.

Image credit: Coffee Stain Publishing / SnazzyGames

Crafting Bloodgold, Nord weapons, and the Intricate Key

Deep North gear runs on Bloodgold, a metal you can’t dig out of the ground. It comes from processing Petrified Tissue, which drops when you break a petrified Gammeltroll. Killing a Gammeltroll turns it to stone, and only Ember Charges can smash that stone body apart to release the tissue.

Craft Ember Charges from Seal Pelts and Embers. Embers come from the Eternal Pyre, a Hammer-built structure that needs a Fader Relic (the Ashlands boss drop), 10 Stone, and a Stonecutter.
Image credit: Coffee Stain Publishing
Throw the Ember Charges at a petrified Gammeltroll to break off chunks and collect Petrified Tissue. Process that tissue into Bloodgold at a Black Forge.
Build the Frost Foundry and Frigid Kiln with your Frostcores. Feed Ice into the Frigid Kiln to make Liquid Frost.
Combine a Mould found in the Winding Tunnels with Bloodgold to make a cast at the Galdr Table or Black Forge, then place that cast in the Frost Foundry and add Liquid Frost to forge the finished item. This is how Nord weapons, armor sets, and the Intricate Key are all made.
Image credit: Coffee Stain Publishing

Nord weapons cover every weapon class in the game and can be empowered with elemental essences. Thunderblood Essence and Frostfire Essence drop from ancestors summoned at Ancient Altars, where you offer three Memorial Cores to spawn a spirit and beat it in combat. Melee ancestors give Thunderblood, magic ancestors give Frostfire, and both have low drop rates, so expect repeat fights.


Gates of Morkhalla and the Jotun invasion

Morkhalla is the second dungeon, housed inside towering stone structures out in the tundra with no obvious door at ground level. Use the Grappling Hook to climb over the top, then head down to a chained door and open it with your Intricate Key.

Inside you’ll fight the Jotun. Krigen are warrior-type enemies with physical attacks, Hexen are levitating witches that use magic, and both drop Leather Scraps and Nornathreads for armor crafting. You’ll also run into Captive Fulings and cube-shaped Hexahedric Pulp blobs. At the very bottom sits a Malicious Ice shard guarded by a swarm of Jotun. Mine it and you’ll see the prompt “The Jotun Advance.”

Before leaving, grab the stacks of Memorial Cores at the bottom and check for a Vegvisir runestone that marks the Aesir Passage on your map. Breaking the shard triggers a Jotun invasion, which appears as a red circle on your world map. Travel to it, fight through the Krigen and Hexen that have broken into other biomes, and smash the massive Malicious Ice at its center to claim Malicious Blood.

Image credit: Coffee Stain Publishing

Reaching the final boss at the Aesir Passage

The Aesir Passage is the boss-summoning site, and its door stays locked until you feed the Strange Bowl at its base. Memorial Cores won’t work here. You need three Malicious Blood, which means repeating the full loop three times over: craft an Intricate Key, clear a Gates of Morkhalla, break the shard, and halt the resulting invasion, each pass yielding one Malicious Blood.

Once you have three, offer them at the Strange Bowl to open the passage and enter The Prison, where the final boss waits encased in ice. Beating it grants Sacrificial Blood, the trophy you carry back to the very first altar in the Meadows to end the game.

Image credit: Coffee Stain Publishing / SnazzyGames

Deep North enemies and creatures

The surface holds a mix of dangerous predators, tameable animals, and harmless wildlife. Here’s what you’ll meet and what each one leaves behind.

CreatureWhere it appearsDrops / notes
GammeltrollRoaming the surfacePetrifies on death; break with Ember Charges for Petrified Tissue
BarkaSnowy forestsFrozen Branches; tall, thin, Elder-like frame that blends into trees
MooseForests and near villagesMoose Hide, Moose Sinew, Moose Meat; tame with Lingonberries and ride with a Moose Saddle
Seal (adult)CoastlinesSeal Pelt and Seal Blubber; baby seals drop nothing
ElakingWinding TunnelsElaking Hair Bundle; can appear in swarms
Eyeless OneWinding TunnelsLong Claws; burrows and ambushes
KrigenMorkhalla and invasionsLeather Scraps, Nornathreads; physical-attack Jotun
HexenMorkhalla and invasionsLeather Scraps, Nornathreads; levitating magic user
Hexahedric PulpMorkhallaCube-shaped blob enemy
Ancestor spiritsVillages (passive), Ancient Altars (summoned)Thunderblood Essence (melee), Frostfire Essence (magic)

Every Deep North resource and where to find it

These are the materials that feed the new crafting stations, weapons, and armor sets. Most are gated behind the dungeons or specific creatures, so plan your runs around what you still need.

ResourceWhere to get it
TimberwoodCut down Timber trees in the forests
IceMine frozen enemies and frozen rivers
Liquid FrostBurn Ice in the Frigid Kiln
FrostcoreWinding Tunnels walls
Luminous LarvaeWinding Tunnels walls
MouldsBreak rubble piles in the Winding Tunnels
Long ClawsEyeless One in the Winding Tunnels
Elaking Hair BundleElaking in the Winding Tunnels
Memorial CoreFound in Morkhalla
Leather ScrapsKrigen and Hexen in Morkhalla
NornathreadsKrigen and Hexen in Morkhalla
Malicious IceBottom of Morkhalla and during the Jotun invasion
Malicious BloodBreak the massive Malicious Ice during the invasion
Thunderblood EssenceMelee ancestors at Ancient Altars
Frostfire EssenceMagic ancestors at Ancient Altars
Seal Pelts / Seal BlubberAdult seals
Moose Hide / Moose SinewMoose
LingonberriesBushes in the forests
Frozen BranchesBarka
Petrified TissueDestroy petrified Gammeltrolls with Ember Charges
Ember ChargesCraft from Embers and Seal Pelts
BloodgoldProcess Petrified Tissue at a Black Forge

The Deep North rewards patience over rushing. Lock down an Abandoned Village, clear the Winding Tunnels for Frostcores and moulds, then work the Bloodgold loop until your Nord gear can stand up to the Jotun. Once you’ve repelled three invasions and carried three Malicious Blood to the Aesir Passage, the last door in Valheim opens, and the road back to the Meadows altar closes out the whole journey.