Gaming How-To

Valheim: How to Open the Aesir Passage and Enter The Prison

Offer three Malicious Blood at the Strange Bowl, then jump into the wall of light to reach Kall Fimbulbringer.

Offer three Malicious Blood at the Strange Bowl, then jump into the wall of light to reach Kall Fimbulbringer.

Image: Iron Gate AB

The Aesir Passage is the sealed gateway at the end of the Deep North, a towering stone arch wrapped in heavy chains with glowing blue runes. Behind it sits Kall Fimbulbringer. The arch stays frozen shut until you feed the Strange Bowl in front of it, and the way you do that trips up a lot of players because it does not work like a normal altar.

Quick answer: Take 3 Malicious Blood to an Aesir Passage. Face the Strange Bowl outside, use the hotbar key for the slot containing the blood, then approach and jump through the wall of light.


Three Malicious Blood go into the Strange Bowl outside the sealed Aesir Passage, the ice turns to light, and a forward jump carries the character through into The Prison.

What you need before you go

Offer three Malicious Blood at an Aesir Passage to open the way in. The outer offering takes exactly 3 Malicious Blood. Malicious Blood is a Deep North material, a clotted, frozen clump that stacks up to 50, so three is a small part of one stack.

A world holds up to three Aesir Passages. They sit on high ground, at altitude 80 and above, at least 1,024 meters apart, and nothing can be built within 32 meters of one. If you have already interacted with a Vegvisir runestone in the Deep North, the passage is marked on your map, so you do not have to comb the biome for it.


How to open the Aesir Passage

Make your way to the Aesir Passage and approach its arch. A block of stone rests on an ice slab before the arch, topped by a shallow bowl that shines pale cyan. A raven sits on the bowl’s rim, with a red runestone next to it. Solid ice blocks the space between the pillars, showing that the passage remains closed.
Approaching the glowing Strange Bowl in the Deep North under a yellow marker
The Strange Bowl sits on the ice outside the chained arch, glowing beneath the raven’s marker.
Place the Malicious Blood in your hotbar, then face the stone block. Move your aim over the bowl until you see the prompts “Strange Bowl” and “[1-8] Offer item”. The prompt spans much of the block, so precise aiming isn’t necessary.
Use the hotbar key for the slot containing Malicious Blood. One press consumes three, and “You make the sacrifice” appears while dark red blood pools in the bowl.
Give it a moment. In about 3 seconds, the ice between the pillars disappears, replaced by a wall of bright white light across the arch. Once the route opens, the raven flies away from the bowl.
Walk up to the foot of the light, then jump forward into it. Walking straight into the wall does nothing; it will stop you at the slab. A forward jump carries you through.

The screen goes black for a beat, then the golden title “THE PRISON” appears and you load into a dark blue hall. That title card is your confirmation the passage opened and you are now inside.

The Prison title card appears with a You feel cold warning on entering the hall
Loading in, the game names the interior The Prison and warns that you feel cold.

What happens inside The Prison

Kall Fimbulbringer is present in the hall already, asleep in chains between two glowing pillars along the room’s center. The offering outside simply unlocked the entrance; it did not call him there.

Running across the icy cavern toward the chained figure inside The Prison
Inside The Prison, the cold warning stays active as you cross the ice toward the chained figure.

He awakens once you get within 15 meters. A red boss bar bearing the label KALL FIMBULBRINGER then appears at the screen’s top, along with the line “His hatred corrupts all.” You can start the first fight without making an offering in the hall.

The Kall Fimbulbringer boss bar appears as the freezing warning stays on screen
Crossing within range wakes Kall and brings up the full-width boss health bar.

The encounter runs across three phases with different health pools. Keep your distance from the chains as the fight builds.

PhaseHealth
First10,000
Second7,000
Third30,000
The Kall Fimbulbringer health bar during the fight amid a freezing blizzard effect
Kall fills the arena with ice shards once the fight is underway.

The second Strange Bowl at the far wall

Against the hall’s back wall, beyond Kall and on the right, there is another stone block topped with a bowl. The bowl shines red. Offering it 3 Malicious Blood brings Kall Fimbulbringer back, making it useful for later fights rather than the first. Leave it alone to begin your initial encounter.

Moving toward the inner Strange Bowl along the back wall during the Kall fight
The inner Strange Bowl sits against the far ice wall, used to summon Kall again later.

Pointing Malicious Blood at Kall himself does nothing. The game shows “You can’t use Malicious Blood on Kall Fimbulbringer” when he is under your aim, and “Use Malicious Blood on what?” when nothing is. Neither message uses up any blood.


Mistakes that keep the passage shut

  • The E key has no effect at the bowl.
  • Aiming at the raven perched on the outer bowl brings up its separate “Hugin [E] Talk” prompt.

What you get for finishing

Kall Fimbulbringer’s defeat grants Sacrificial Blood x1 and Crown Jewel x1. Kall Fimbulbringer drops Sacrificial Blood x1 and Crown Jewel x1.

Until then, opening the passage is the gate between you and that fight. The moment the “THE PRISON” banner drops on screen, the Aesir Passage is open and Kall is a short run away.