The 1.0 endgame, in orderDeep North progression
13 steps · 3 Intricate Keys · 15 bloodgold · 20 frost coresThe Deep North is gated, not open. Each stage hands you the material that unlocks the next one, and two of those gates cost more than people expect, so this is the chain with the real numbers attached. Everything here is read out of the 1.0 game files. For what actually lives up there, the Deep North biome page has the creature, resource and location lists.
Build an Eternal Pyre before you leave
Eternal Pyre costs 10 stone and one
Fader Drop at a Stonecutter, and it lures
Embers the way a wisp fountain lures wisps. Embers are the one Deep North prerequisite you cannot get in the Deep North, and everything downstream needs them.
Buy both inventory upgrades from Haldor
Wider Pockets unlocks after Moder and Deeper Pockets after the Queen. They are the only permanent inventory expansion in the game, they carry across worlds because they are stored on your character rather than the save, and you will want both before a Mörkhalla run.
Land, and clear snow before you build
Portals will not place on deep snow. A
Snow Shovel clears it fastest, but a weapon or your fists clear it too, so the shovel is convenience rather than a gate. Build the portal on the sea ice on your first trip: it is flat, it is already clear, and there is almost nothing living on it.
Kill seals for pelts, then make ember charges
A
Seal always drops 2 to 3
Seal Pelt, a Baby Seal only has a 10% chance of a single
Seal Blubber and is not worth the walk. Two pelts and one ember make ten
Ember Charges at any workbench.
Break a Gammeltroll for metal
A
Gammeltroll has 3,000 health, resists all three physical types, ignores fire entirely and is weak to pickaxe. Killing it is not the end: the body petrifies where it stands and only an ember charge breaks it open for
Petrified Tissue. Petrified bone piles scattered around the biome give the same material with nothing to fight, so mark those instead if you would rather skip the fight.
Smelt bloodgold, freeze ice
Petrified Tissue goes into a Blast Furnace for
Bloodgold. Ice comes off black ice shards and the frozen creatures standing around the biome, and five of it fuels one
Liquid Frost in a
Frigid Kiln. Both are the currency for everything that follows.
Run the Winding Tunnels for frost cores and moulds
You need twenty
Frost Cores in total, ten for the kiln and ten for the
Frost Foundry. Moulds drop from
Elaking at 20% and from the
Eyeless One at 50%, so the brute is the one to hunt. Bring lanterns and place them pointing back the way you came.
Cast your first Deep North gear
A mould plus bloodgold makes a cast at the Black Forge, and the Frost Foundry cooks the cast into the finished item using Liquid Frost as fuel. Every weapon, shield and armour piece in the tier runs through this two-stage chain, so a stocked kiln matters more than a stocked forge.
Make three Intricate Keys, not one
A
Cast: Intricate Key costs 5 bloodgold and one
Mould: Intricate Key at a level 4 Black Forge, and the mould is consumed with it. The key is consumed again by the door it opens. Three Mörkhalla runs therefore cost three moulds and fifteen bloodgold, which is the single most commonly misquoted number in this biome.
Clear three Mörkhalla, start three invasions
Each Mörkhalla ends at the Malicious Ice at the bottom. Breaking it starts a Fimbulvinter somewhere random in the world, and the invasion sits there until you go and end it. Collect
Memorial Coal on the way down while you are in there.
End each invasion for Malicious Blood
Fight to the core, break it, and the Jotun withdraw. One
Malicious Blood per invasion.
Spend memorial coal on weapon infusions
Burning Memorial Coal at a North Memorial Place summons a
Fallen Warrior with 750 health. It has an independent 50% chance of each essence, so about a quarter of the time you get both and about a quarter of the time you get nothing.
Frostfire Essence and
Thunderblood Essence are what turn Nord gear into its final form.
Open the Aesir Passage
Three Malicious Blood in the bowl opens the way into the Prison. Kall arrives twelve seconds later.
These are not items, which is why they never show up in an item database. Each one adds a row to your inventory permanently, and the count lives on your character rather than the world, so a new world keeps the rows you already bought. You start with four rows and the game caps you at nine.
Kall is three separate bodies stacked into one fight, which is why health bars quoted elsewhere are wrong. The middle phase is immune to every damage type in the game, so it is not a damage check at all. Wait it out and kill what it summons.
The boss guide has the attack list and the phase-by-phase plan.
Kall drops a
Crown Jewel and
Sacrificial Blood. The jewel and 5 bloodgold make the crown at a level 4 Black Forge; the blood goes back to the sacrificial stones and ends the game.
The crown is 50 armour with a 5% movement bonus, and it cuts attack, run, swim and sneak stamina by 20% each. It does not belong to an armour set despite what you will read elsewhere. Its real effect is not that creatures ignore you. Anything that targets you turns and runs, bosses excepted, and the fear range on every creature in the game is set to 9,999 metres, which means there is no distance at which it stops working. Build wherever you like.