Source-reviewed guide
Valheim Deep North Locations and Dungeons
Browse Valheim 1.0 Deep North dungeons, points of interest, stations, and events in progression order, with requirements, rewards, and tactics.
Reviewed 2026-09-23
This catalog maps the Deep North locations introduced with Valheim 1.0. Follow the groups in progression order, then use the Deep North guide for the complete expedition plan.
Dungeons
The required dungeon route begins below abandoned settlements and ends with the invasion trigger.
- Winding Tunnels — gather Frostcores and the Intricate Key mould.
- Mörkhalla — use the finished key, find the Vegvisir, and break Malicious Ice.
Points of interest
Surface landmarks include required finale destinations and optional upgrade encounters.
- Abandoned Village — search below the largest house for Winding Tunnels.
- Ice Pond — terrain landmark for route planning.
- Stave Hall — named exploration landmark with no confirmed unique progression reward.
- Memorial Site — find the Ancient Altar interaction.
- Ancient Altar — offer Memorial Coal and fight a Fallen Warrior.
- Aesir Passage — use the Strange Bowl to enter Kall's Prison.
Stations
- Forge of Potential — optional late-game equipment upgrade station.
Events
- Jotun Invasion — destroy the core for Malicious Blood after triggering the event in Mörkhalla.
Frequently asked questions
Which locations are required to reach Kall Fimbulbringer?
Clear Winding Tunnels, unlock Mörkhalla, complete three Jotun Invasions, then take the blood to the Aesir Passage.
Are every Deep North point of interest and event listed?
This first location collection covers the ten named dungeons, points of interest, station, and event requested for the 1.0 progression route.
Sources
Sources: Official Valheim 1.0 notes, Deep North progression — Valheim.tools, Deep North overview — BisectHosting.